core rulesLIZARD GAMES "RIPPING OFF BETTER DESIGNERS SINCE 1978" INTRODUCTION TO THE BETA VERSION I Introduction To The Beta Version 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. INTRODUCTION TO THE BETA VERSION 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:
[email protected] or
[email protected] Probably not a bad idea to mention "Earth Delta" in the subject line, too. BETA 1E DESIGN NOTES -- 2/5/2011 Another few months, another incremental release. The vast bulk of new work is, I will admit, over in the Mutant Manual -- a full suite of monsters for levels 10-14 and a couple of level 15s, as well. Here in the core rules, we have: More rules designed to make gun use more appealing The beginning of a pass at a Warlord variant, the Wastelord. Techniques finally looked at, cleaned up, and relocated. More tech items and mutations. A whole lot of tech items. A frakkin' smegload of new tech items. New Paragon Path for Scholars -- Visionary A few new mutant animal types -- gorillas, chimps, serpents, and owls. INTRODUCTION TO THE BETA VERSION More feats, esp. Paragon Tier feats. More vehicles. More hazardous terrain. More diseases, and a cleanup of the existing diseases. Random loot table: Just what did you find in that ruin, and why is it worth 200 gp in barter? The usual fixes of typos, clarifications, cleanup, and so on. 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). INTRODUCTION TO THE BETA VERSION IV TABLE OF CONTENTS I T of Contents able "Ripping off better designers since 1978" i Introduction To The Beta Version Foreword Design Goals Beta 1 Beta 1E Design Notes -- 2/5/2011 A Word On Tone Older Versions And In Conclusion... i i i ii ii iii iii iii Special Thanks... iii T ble of Contents a Rules Introduction The Viking Hat Saving Throws Damage Types Radioactivity Science! i 16 16 16 16 16 16 17 Mutation Resistances Quick Summary of Bonus Types And Stacking 17 17 17 Miscellaneous Notes And Clarifications Reduced Criticals Short Rest Abilities 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 2 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 35 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 46 46 47 Mutant Animal Cosmopolitan 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 Strongbark Racial Traits Quickvine Plantmen Quickvine Racial Traits General Notes On Plants 3 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 49 49 50 51 51 52 52 53 53 53 54 54 Truly Bizarre Character Backgrounds Geography Badlands Desert Forest Mountains Ruins Stronghold Swamp Vault Culture Nomad Settled Tribal Cult Annihilation Army Beast Legion Cults Of Celebrity Green Revolution Heirs Of Ludd New Dawn Turing's Children Order Of The Cleansing Flame Occupation Brigand Crafter Explorer Laborer Soldier Racial .Robot Awakened Rusty Relic Stronghold Treasure Racial . TABLE OF CONTENTS Feral Pack 4 61 61 Mutations And Machinery Introduction Mutation Categories Heritage Mutations Mutation Cost Mutation Types Beneficial Heritage Mutations Beneficial Heritage Mutation Descriptions Detrimental Heritage Mutations Conflicting Mutations Multiple Defects Detrimental Mutation Table 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. and Personal Mutations Improved Mutation Feats Natural Weapon Feats Strange Combinations Armor Mutations Absorbable Bony Corrosive Fireproof Freezing Lightning Regenerative Repelling Searing Shimmering Spiked 85 85 86 86 87 87 87 87 88 88 88 89 89 90 91 91 92 92 93 94 . Etc. Which Upgrade Natural Weapons 77 77 78 78 78 79 79 79 Natural Armor Natural Armor vs. Worn Armor Improved Natural Armor 79 80 81 Robotic Components Functional Enhancements New Functional Enhancements Robot Armor 81 81 83 84 Personal Mutations/Specialized Gear Character Level and Mutation Level Mutations And Treasure Parcels Appearance Bloodline Mutations. Natural Weapons. Abilities. Total (Shield) Crystalline Shell (Shield Enhancement) Disruptive Field Massive (Shield Enhancement) Spikes 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 5 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 . Partial (Shield) Carapace. Greater (Shield) Telekinetic field.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. 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 6 122 122 123 124 124 125 125 126 126 126 127 127 128 128 129 129 130 130 131 131 132 132 133 133 134 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] 134 134 135 135 135 135 136 136 136 136 136 137 137 138 138 138 138 139 139 139 139 140 140 140 140 141 141 141 . 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] 7 142 142 142 142 142 142 143 143 144 144 144 144 145 145 146 146 146 146 147 147 147 148 148 148 148 149 149 149 149 150 150 150 Classes Classes In Earth Delta New Keywords and Terms Secondary Area Adjacent Cover 151 151 152 152 152 New Power Source: Technology Mercenary (Fighter) Natural Weapons Why Can't I Have Monomolecular Fangs? New Mercenary (Fighter) Exploits Level 1 At-Will Exploits Level 3 Encounter Exploits Level 5 Daily Exploits Level 7 Encounter Exploits Level 10 Utility Powers 152 153 153 153 154 154 155 155 155 155 Ruin Rat (Rogue) Scurrying Rat Rat Tactics 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 8 156 157 157 157 158 158 158 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 159 159 159 159 160 160 160 161 161 162 163 164 165 166 167 168 169 170 171 173 173 175 176 177 178 178 179 180 181 182 183 183 183 184 184 185 185 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 186 186 187 187 187 188 188 190 191 . 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 9 192 193 194 195 196 197 198 199 200 201 202 203 205 205 206 208 209 210 210 211 211 212 212 212 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 213 213 214 215 216 217 219 220 221 222 223 224 226 227 228 228 229 230 231 232 234 235 236 236 236 237 237 238 238 . ..TABLE OF CONTENTS War Surgeon Gadgets 10 238 Survivalist (Ranger) Fang And Claw (And Tusk And Tail And.. 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 239 239 239 239 239 240 240 240 240 240 241 241 241 242 242 242 242 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 244 244 245 245 Skills Introduction New Skills Cults (Intelligence) History Option: Ancient and Modern History Technology (Intelligence) Healing Machines 247 247 247 247 247 247 247 248 Changed Skills Bluff Dungeoneering Heal Nature 248 248 248 249 249 Skill And Mutation Techniques Introduction General Rules Learning Skill Techniques Performing A Skill Technique Reading A Skill Technique 249 249 249 250 250 251 .) Power Bolts And Crossbow Bolts Guns. Monkey Do Often Outnumbered. Never Outclassed Quick Study Savage Mauling Tunnel Rat Savage Class Feats Fearsome Grin Helpless Rage Lingering Pain Man Is The Most Savage Beast Of all Programmed For Destruction You're Not Even Trying You're Worth My Attention Scavenger Class Feats Biofitting Concussive Blast Duck! Improved Demolitions Laser Specialist Ratman Engineering Reconfigurable Tool Reconfigurable Weapon Scavenge Self Self Powered Scholar Class Feats Antidote [Applied Knowledge] Aura Avoidance [Applied Knowledge] Battlefield Surgeon Defensive Posture Dedicated Healer Detailed Files Larger Pouch Predictable Maneuver [Applied Knowledge] Ready For Anything [Applied Knowledge] Skilled Surgeon Survivalist Feats Bayonet Mastery 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 Feats Gunfighter 11 256 256 Heroic Tier Feats Racial Feats Chilling Howl Constrictor Cooperation Copious Venom Dive Flight Instinct Freight Train Fury Of The Wild Hamstring Human Adaptability Inescapable Bite Mama Bear Monkey See. 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 12 263 263 263 263 263 263 263 263 263 264 264 264 264 264 264 264 264 265 265 265 265 Paragon Tier Feats Racial Feats Radiation Resistance Mercenary Feats Deeper Gouge Savage Feats Allure Of Danger Pool Of Rage Savage Speed Vigorous Anger Scavenger Feats Additional Training Algorithmic Anticipation Master Mechanic Scholar Feats Built Up Immunity How Predictable [Applied Knowledge] Respect Mah Authoritah! Sidestep [Applied Knowledge] Sudden Recall [Applied Knowledge] You Won't Do That Again [Applied Knowledge] General Feats Armor Specialization (Tech Chainmail) Armor Specialization (Tech Scale) Armor Specialization (Tech Plate) Dazing Blast Enemies Abound Enhanced Greater Mutation Improved Flight Paragon Enhanced Mutation Salt The Wound Weakening Blast 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 13 269 269 269 269 269 269 269 269 269 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 270 270 270 270 270 270 270 270 271 271 271 271 High-Tech Weapons and Low-Tech Mutants Primitive Weapons and Armor Guns. I Can Hit It" 272 272 273 273 274 274 Weapons and Armor Armor Weapons Shotguns Simple Melee Weapons Military Melee Weapons Simple Ranged Weapons One-Handed Guns Two-Handed Guns Gun Details Military Ranged Weapons One-Handed Guns Superior Ranged Weapons One-Handed Guns Two-Handed Guns 274 274 276 277 277 278 278 278 278 279 281 281 282 282 282 General Goods And Gear General Goods Table 282 282 Technological And Other Items Introduction Tech Item Descriptions Stunners. Guns. Guns "What the heck is a +4 Laser Pistol?" The Second Amendment Option "If I Can See It. and More New Rule: Stackable Modifications 284 284 284 284 284 . Omega Beams. TABLE OF CONTENTS New Rule: Faulty Items Faulty New Keyword: Ablative 14 285 285 286 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 342 342 343 344 344 345 DM's Guide Introduction Rant The First: On DMing The "Assumed World" Languages Understanding Other Tongues 347 347 347 348 350 351 Running The Game Treasure Parcels and Mutants Economics 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 15 352 353 354 354 359 360 361 361 361 362 362 362 Underworld And Wilderness Adventures Traps And Hazards Terrain Scaling Difficulties Blightrain Frictionless Surfaces Flares Grav Plating Live Current Mayze Radiation Hotspot Radiation Zones Rubble, Basic Rubble, Jagged Rubble, Overgrown Vehicle, Wrecked Weakened Supports Diseases Blightmoth Larva Blight Sickness Neobubonic Plague (Rat Sickness) Rageplague Silverdoom The Wasting 362 363 364 364 365 365 365 365 366 366 366 367 368 368 368 368 368 369 369 370 370 371 371 372 Sample Characters Introduction Dral Bluescale 374 374 374 Appendix I:Useless Charts And Tables Random Power Bolt Table Random Tech Item Names Energy Guns 376 376 376 376 Random Power Bolt-Ons 377 Appendix II: Grittying It Up Introduction 377 377 End Notes 378 RULES - INTRODUCTION 16 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. THE VIKING HAT While it is the intent of this design to not produce a game which only works if the DM changes every rule on the fly, the design goals of maximizing character flexibility and allowing as much incorporation of other Fourth Edition products as possible means that, inevitably, some player, probably named "Josh", will find a way to put two and two together and get thirty five. The DM is strongly encouraged to use his judgment in regards to interpreting these rules and to keep a close eye on game balance. This is covered in more detail in Rant The First: On DMing, on page 347. As an aid, places where the DM is especially encouraged to watch out for loopholes or otherwise consider implications for both mechanical game balance and the tone/style of campaign he wishes to run are marked with the Viking Hat icon ( ). 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. QUICK SUMMARY OF BONUS TYPES AND STACKING Heritage Mutations usually provide Racial Bonuses. RULES - MISCELLANEOUS NOTES AND CLARIFICATIONS Bonuses (to skills). Bloodline Mutations usually provide Feat or Power bonuses. Resistances count only the highest value. 18 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. MISCELLANEOUS NOTES AND CLARIFICATIONS Some concepts and mechanics show up in several places in Earth Delta, in powers, items, mutations, and so on. For consistencies sake, this section will list any such concepts which might prompt questions and, hopefully, answer them. 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. SHORT REST ABILITIES There are a number of abilities, powers, actions, and so on in these rules which are performed during a Short Rest. Unless otherwise noted, you can perform only one such ability in any give rest period, though if you take multiple short rests in sequence, you can do more. This rule should only come into play during times when the characters are counting minutes; if there is effectively unlimited time (an hour or more), really don't worry about it. It is perfectly fine to assume that the adventuring day begins with a "short rest" prior to the first encounter, so that abilities, such as a Scavenger's Technical Mastery, can be used before the battle. CHARACTER CREATION - CHARACTER CREATION 19 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. CHARACTER CREATION - CHARACTER CREATION 20 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. RACES - CHARACTER RACES 21 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. HUMAN RACIAL TRAITS Average Height: 5'6" - 6' 2" Average Weight: 135-220 lbs Ability Scores: +2 to any attribute Size: Medium Speed: 6 squares Vision: Normal Languages: Common, one other. (Languages are listed on page 350.) Bonus Feat: Humans get a bonus feat at first level. Bonus At-Will Power: Chosen from one of your classes We Know Our Makers: +4 racial bonus to all Diplomacy checks made against Robots or Androids which are not Rebellious. If you choose Melee Talent at first level. you gain a +1 enhancement bonus to the specified rolls or values. HUMAN GIFTS Human Gifts are special abilities granted by training. Thus. They are also selected over the course of your first five levels. he adds +2 to appropriate diplomacy rolls. If he also has a +4 vibro-axe. not biology. he uses the vibro-axe's enhancement bonus. You can use any non-leveled item. normal equipment. though any properties or powers or items with lower enhancement bonuses also apply. instead of all at once.RACES . They are easier to change. and a +1 enhancement bonus to non-armor defenses. +3 at 15th. (A scaling talent picked at 5th level becomes +2 at 10th. since they represent training and focus. Each level from 1 to 5. and/or a daily power. You cannot choose any of them twice. at seventh level. Note that bonuses are enhancement bonuses and do not stack with enhancement bonuses granted by equipment. Because Human Gifts are the consequence of a focus on absolute self-reliance.UNCHANGED HUMAN Talented: Human Talent Pick Bonus Skill: Skill training in one skill from your class list. the talent is treated as if you selected it at 5th level. This bonus increases by 1 every five levels after picking the Talent. Much as personal mutations or magic items do. When using the sword's property. and so on. EXAMPLE Jon Of The Shigan Coast has a +3 enhancement bonus to melee attack and damage rolls from his human talent. then retrain to a Gift at 11th level. it would be +3. not his innate bonus. in other words. 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. humans may have up to five Human Talents. and grit.) . If you lose a talent via retraining. except for Gifted. Human Defense Bonus: +1 to Fortitude. The higher enhancement bonus is used. (This stricture applies when using items that have levels. an encounter power. you will have a +2 enhancement bonus to melee attack and damage. Talents work somewhat differently than mutations. and Will defense 22 HUMAN TALENT Just as mutants may have up to five personal mutations. Ranged Talent. You can switch from using an item to using your human gift during a short rest -. using tools or technology in the same slot negates the ability to use the gift. they occupy 'slots'.) If you had not retrained. If such powers rely on the enhancement bonus of the item. he adds his +3 talent bonus. and he owns an Ornate +2 longsword. When making attack rolls. perseverance. if you pick "Melee Talent" at first level. without restriction. a +2 enhancement bonus to Armor Class. Reflex. then retrain the Gift back to Melee Talent at 12th level. and Defense Talent at third level. you choose one of the following. and Fortitude defenses Pick a human gift SCALING BONUSES The first time you take one of the Talents (Melee Talent. and may grant an ongoing ability. Armor Talent at second level.you need time to refocus yourself. etc). that is what is used. your enhancement bonus is +2. and then train back into it again. While this can certainly be taken care of with tech items. Gifts of the Blade are slightly less useful. and giant iguana hide armor well into Paragon tier or beyond. but this does count as retraining. often grant item bonuses. 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. By default. or a Talent to a Gift. with mutants.mutations are much harder to "swap out". though there's some obvious similarities (using an item slot. or to reap the rewards of training which might have occurred "off screen". while letting them also continue to use a primitive longsword. . some DMs prefer not to go the loot and plunder route. though not cripplingly so. mechanically and in terms of "fun factor". the "correct" mix of Gifts to Tech is up to the DM and the players. all are designed to be at least plausibly explained as examples of superior skill. No gift will let a human fly or breathe fire. overall. While many gifts allow humans to do fantastic things that may border on the impossible. etc). Gifts aren't the same as personal mutations. Gifts often enhance existing abilities instead of granting new ones. but only one per slot. a gift is the same level as the character. in games where high-tech weapons are very rare or nonexistent.RACES . This is another bit of balance offered against mutants -. a stop sign for a shield. though some will let him jump very far or walk over hot coals. Thus does not count against normal retraining. leaves them a step behind in terms of cool powers and flexibility. decked out head-to-toe in super-tech. after a few levels. As with so much else in Earth Delta. No gift grants enhancement bonuses (that's what talents do). these gifts apply to all melee weapons. etc. and they can help define a character who doesn't "weaken" himself with the "corrupt toys of the Fallen". these allow humans to get cool properties and powers to go along with the enhancement bonus offered by the human talents. Rather. 23 You may freely retrain any Human Gift to another Gift between levels. It is worth noting that these gifts don't offer enhancement bonuses to attack or damage. Human Gifts give humans cool powers which keep them competitive.) GIFTS OF THE BLADE (MELEE SLOT) Despite the name. of which there are many. or train a Gift to a Talent. but even granting humans raw enhancement bonuses to attack. You can retrain Human Talents. defense. In games where tech items are more common (the default setting). A game which tries to focus on raw survival and emphasize how much knowledge was lost is ill-served by having characters. Just remember the bonuses don't stack and you can't benefit from a gift and an item in the same slot. 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.UNCHANGED HUMAN You may choose as many gifts as you like over the course of your first five levels. Some gifts change their effect at different levels. you strike a great blow.RACES .UNCHANGED HUMAN 24 Bloody Precision When you strike a good blow. . (Select when this gift is chosen) Power (Daily): Use this power when you score a critical hit with a melee attack. +3 at 10th level. immobilized. You may reroll the attack. and +6 at 25th level. Lingering Blood When you make an opponent bleed. Prerequisite: You must be trained in Intimidate Requirement: You must be using a melee weapon in which you are proficient. Power (Daily): Immediate reaction. add an additional die. If it does not. If you hit. Robot Fighter The metal demons are pathetic mockeries of true men. trained by your master 1A. Use this power when you miss with a thrown weapon.. the target saves at -2. this becomes an at-will power. or against creatures with the robot.UNCHANGED HUMAN 25 Property: When you score a critical hit with a melee attack. android. At 21st level. choose 3 conditions. You're very confused. Property: When you miss with a thrown weapon. You may choose to replace the specified condition when you gain a level. the weapon ends up in a square adjacent to you. letting all know just how deadly you can be with it. who was a metal demon himself. increasing to 2[W]+Cha modifier at 21st level. . do 1[W]+Cha modifier psychic damage. dazed. Property: You may add the weapon's enhancement bonus (or your melee talent bonus) as an item to Intimidate checks while in combat. When you use a melee attack power with the "weapon" keyword and cause the specified condition which a save can end. or cyborg keywords. Use this power when you miss an attack against a creature with the robot. then bounces off a tree and lands at your feet. Rebounding Strike The axe misses the angry ratman. +4 at 15th level. weakened. If the weapon does extra dice of damage on a critical. This does not count as retraining. you may add your Dexterity or Intelligence modifier to the damage done. Requirement: You must be using a thrown weapon in which you are proficient.RACES . choose 2 conditions. Ranged 10. Property: Pick one of the following conditions: damage. Property: You do +1 damage against objects. You have learned to slay them. stunned. Make an attack using your Intimidate bonus instead of your attack bonus against the Will defense of a target who can see you. this becomes an encounter power. At 21st level.. At 11th level. he tends to keep bleeding. The weapon ends up back in your hand. Power (Daily) Standard Action. +5 at 20th level. Power (Daily): Immediate interrupt. At 11th level. and may have caused the cataclysm. or cyborg keyword. This increases to +2 at 5th level. Terrifying Display You whirl your weapon around furiously. blinded. android. add 1d8 to the damage done. This is a fear effect. GIFTS OF THE MONKEY (HAND SLOT) OK. you throw off the brute trying to restrain you. if you hit. Ruined Aim You smash into the immense musket the bearoid is wielding. Requirement: You must be wielding a ranged weapon and have no adjacent enemies. Property: You gain Resist 5 to damage caused by the melee or close attacks of any creature with the Swarm keyword. this becomes a minor action. Property: If the melee weapon you are wielding has no inherent enhancement bonus. you do an additional 1d6 damage per plus of your melee talent enhancement bonus. nothing more. Pythons Of Steel Your mighty limbs drive your weapons deep into your enemies' skulls. you may push the creature which had grabbed you one square instead of shifting one square. or improve unarmed fighting. Monkey Gifts tend to enhance human agility and manipulation. instead of being ©® h. Target: One minion you can see. This increases to Resist 10 at 12th level and to Resist 15 at 22nd level. Power (Daily): Free Action.UNCHANGED HUMAN 26 GIFTS OF MIGHT (ARMS SLOT) These gifts usually focus on enhancing combat prowess. Chainbreaker With a mighty surge of strength. increasing to +4 at 16th level and +6 at 26th level. but humans had them first. Property: You gain a +2 item bonus to damage done with melee attacks. Requirement: You must be trained in Athletics. thumbs have entered the evolutionary public domain on Earth Delta. you gain a +4 bonus.RACES . Property: When you make an opportunity due to an enemy making a ranged or area attack. If you succeed. but does not expend the power or any other resources Sniper's Shot One shot. Power (Daily): Immediate Interrupt. At 25th level. Flyswatter The crawling vermin are an annoyance.sapiens. Power (Encounter): Standard Action. This consumes the action he took. when you score a critical hit. and know what to do with them. When you make an Athletics check to escape a grab. you may use this power twice per encounter but no more than once per round. Effect: You expend one shot from the ranged weapon. . The target minion is reduced to 0 hit points. and his shot goes wild. either by warding off attacks or increasing damage dealt. Effect: The target of the opportunity attack does not perform his action. Trigger: You hit with an opportunity attack triggered by an enemy making a ranged or area attack. one kill. At 15th level. the targets of the attack get a +2 to all defenses against it. a constant dance against disaster. Hit: Enemy is blinded (save ends). This increases to 10 ongoing damage at level 16 and to 15 ongoing damage at level 26. +4 at 15th level. featuring the one called 'Larry' using it to discipline the one called 'Curly'. you score a critical hit with your natural weapons on a 19 or 20. Your natural weapons have a +3 proficiency bonus and do 1d6 damage. or even take to the seas. GIFTS OF MOTION (FEET SLOT) In some ways. then laughingly point out you grabbed it off him when he lunged past you during the fight. At 11th level. you also inflict 5 points of ongoing damage (save ends). Property (Encounter): Free Action. you may either push the target 1 square. You reload the weapon. Property: When you score a critical hit when wielding a light blade. At 21st level. Attack Dexterity or Intelligence +2 vs. Power (Daily): Free Action. Reflex (+3 at 10th level. If you have combat advantage against the target. I Know Kung Fu The Ancestors had a thousand deadly weapons.RACES . and are considered to be light blades. You must have one hand free. Power (Encounter): When you hit with an unarmed melee attack. a human can clamber up a tree with skill granted by deep ancestral instincts. the old power cell flies out of the gun and a new one is slammed in its place. you do not suffer the usual -10 penalty for attempting this in combat. In the twisted and . Power (Daily) Immediate interrupt. Property: You've learned to use your fists with great efficiency. or knock the target prone. your natural weapons gain Brutal 1 and damage increases to 1d8. Likewise. you give it a few nice little twists. but some learned to become weapons. crumbling and grey. you may add your Dexterity modifier in damage. Rapid Load With a twist of your wrist. +5 at 20th level +6 at 25th level. 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. human walking is merely a controlled fall. Property (Encounter): Minor Action: You may make a Thievery (Pick Pocket or Sleight of Hand) check. Requirement: You must be wielding a weapon which requires a minor action to load. Special: Anyone pointing out this isn't really "kung fu" can leave the room. You follow their teachings. Trigger: A charging enemy moves adjacent to you.UNCHANGED HUMAN Blinding Strike 27 You learned this potent fighting technique by studying ancient image-scrolls. Unkind Cut As your blade enters the enemy's flesh. +7 at 30th level). When you hit with an attack while wielding a light blade. GIFTS OF THE MIND (HEAD SLOT) Humans once trained their minds to perform prodigious feats of calculation. this becomes a free action. moving through. taking down mammoths and cave bears. Power (Daily): Immediate reaction.) Back Away As the Ancestors advised. No move made when using this power may put you closer to an enemy. and know when to run. you are considered to be flanking whenever you and an ally are adjacent to the same target. At 14th level. Property: When you gain combat advantage from flanking. (Multiple individuals with this gift do not add to each other's bonuses. Power (Encounter): You may stand up from being prone as a minor action. At 25th level. but which is really just natural human ability asserting itself once again.RACES . regardless of your positions. As machines and tools became cheaper and more powerful. the need to learn such things faded away. only by automatic effects. . Adroit Flanking Humans evolved to hunt in packs. you also gain a +2 item bonus to all defenses until the end of your next turn. At level 24. Rise Again You get knocked down. and perception. increasing to +4 at 11th level and +6 at 21st level. This increases to Resist 10 at 15th level and to Resist 15 at 25th level. all allies adjacent to the same target you are adjacent to are considered to be flanking and gain a +3 bonus. At 15th level. a square. if you succeed. you do not fall prone at all. but you get up again. This does not apply to damage caused by attacks or creature auras. man must once again rely on little more than his own grey matter. Property: +2 bonus on Acrobatics check to retain balance. Requirement: You must be trained in Endurance. and a few humans have relearned old techniques to give them mental ability some would call superhuman. Now. you may make an immediate save if an effect would knock you prone. Trigger: You are bloodied by an attack. Giant killer radioactive turnip? Doesn't stand a chance. you may use this as an Encounter power. starting your turn in. you hope that Randee. At level 14. Power (Daily): Until the end of your next turn. Firewalker As you focus your concentration and proceed to run across the burning ground. is turning his stern gaze elsewhere. 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. memorization. Property: You suffer only a -1 penalty to defenses when you run. you gain Resist 5 against any damage caused by entering. your attack bonus is +3 rather than +2. ancient god of limitations. Effect: You may immediately shift a number of squares equal to your Dexterity modifier. you must know when to walk away. Ain't nothing gonna keep you down. At 24th level. or ending your turn in.UNCHANGED HUMAN 28 chaotic world left after the Cataclysm. Property: Gain a +2 Item bonus to Diplomacy checks. Close Burst 1. Property: Gain a +2 Item bonus to initiative checks. Perfect Observation A small flurry of dust. bleeding. Powers which grant Combat Advantage against surprised foes do not do so to you. Both bonuses increase to +4 at 11th level and to +6 at 21st level. and a +2 Item bonus to all knowledge checks to learn about a creature's strengths and weaknesses. You see everything perfectly. Property: You gain a +2 Item bonus to Technology checks. Power (Daily): Immediate Interrupt. increasing to +4 at 15th level and +6 at 25th level. This increases to +3 at Level 16 and +4 at Level 26. Both rolls count for success or failure. Power (Daily): Immediate reaction. you know where to strike. you have learned much about the world that is and the world that was. Effect: You may reroll the check. Property: You gain a +2 Item bonus to Perception checks. allowing you to score two successes (or two failures) in a single round. The range becomes close burst 2 at 15th and close burst 3 at 25th level. though you are still considered surprised for all other purposes. Master Scout Four men stopped here. You must use the second result. Moron. Trigger: You roll initiative. and you know exactly which moves to make. you may spend an action pointi and roll twice. Tactical Master Time seems to stop for a moment when the call to battle begins. . until the end of your next turn. the faintest of footsteps.. No creature in the burst is considered to be hidden to you or gains any benefit from concealment with regards to you. Silver Tongue You could sell a mutant maple tree a bottle of syrup made from his own sap. Trigger: You roll a Diplomacy or Bluff check and do not like the result.UNCHANGED HUMAN Lorekeeper 29 From childhood rhymes to careful memorization of ancient tomes. Power (Daily): When asked to make a Technology check in a skill challenge. pieces on the board..RACES . No. three stallions and two mares. Effect: You and all allies within 5 squares gain a +2 Item bonus to initiative. Power (Daily): Minor action. Power (Encounter): Immediate interrupt. Effect: You may roll Nature instead. One mare was wounded slightly. three hours ago. I don't know what color the horses were. Trigger: You must roll Perception to avoid being surprised. Property: You master the Read The Signs technique. They had five horses. Power (Daily): You may use the Read The Signs technique in half the normal time.. They ate quickly and left. .you can pick a human talent to do that. increasing to Resist 4 (Fire) at 13th level and to Resist 5 (Fire) at 23rd level. Property: Whenever you gain temporary hit points. you can take a second wind as a minor 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. Play with fire a lot. you lose access to these gifts. Rapid Surge When you are severely injured. You gain Resist 5 (Psychic) until the end of your next turn. Power (Encounter): Immediate Reaction. If you equip an item (such as a torc.UNCHANGED HUMAN 30 GIFTS OF HEALTH (NECK SLOT) These gifts increase your ability to resist various types of damage. Use this power when you are hit by an attack with the Fire keyword. Property: You gain Resist 2 (Psychic). You gain Resist 5 (Fire) until the end of your next turn. see page 325). This increases to Resist 10 (Psychic) at 13th level and to Resist 15 (Psychic) at 23rd level.. when spend an action point. It takes a lot to shake you up now. you may also spend a healing surge as a free action. the harder you fight. Easily Inspired Those moments of triumph which grant brief surges of vitality come easily to you. Power (Encounter): Minor Action. Bloody Tough The worse you hurt. you may increase the total gained by 2. or respond to attacks.and you stop getting burned. Property: When you are bloodied. Property: When you are bloodied. increasing to Resist 4 (Psychic) at 13th level and to Resist 5 (Psychic) at 23rd level. you get a +1 bonus to saving throws against any condition a save can end. You may expend a healing surge to immediately end one condition which a save could end. Drain Reserves You force your body to purge itself of the poison. . Power (Encounter): Immediate Reaction. and general survivability. stamina. Power (Daily): Once per day.RACES . it only spurs you to action.. increasing to 3 at 11th level and 4 at 21st level. Use this power when you are hit by an attack with the Psychic keyword. even though the effort nearly does as much damage as the toxin would have. Property: You gain Resist 2 (Fire). They do not grant enhancement bonuses to defense -. Fire-Hardened Play with fire. This increases to Resist 10 (Fire) at 13th level and to Resist 15 (Fire) at 23rd level. GIFTS OF THE HEART (WAIST SLOT) These gifts enhance your endurance. you get burned. Property: If you are wearing light armor. Power (Daily):Immediate interrupt.RACES . whenever you spend a healing surge to regain hit points. you just have to be tough. Effect: You gain a +4 power bonus to your Armor Class until the end of your next turn. . you do not gain it again until after a short rest. That Trick Won't Work Twice OK. you may add your Constitution modifier to the damage healed. Trigger: You are hit by an attack which targets Armor Class. Property: When you are hit by a critical hit. you weren't expecting that. I Think I Can. At 22nd level. this becomes an Encounter power. Trigger: You are targeted by an attack against your Fortitude defense. Sometimes. Once you lose this bonus. you may still save normally at the end of your turn. Effect: You may immediately save against that condition. And so hold on when there is nothing in you Except the Will which says to them: “Hold on!” Property: You may add your Wisdom bonus instead of your Constitution bonus to Endurance checks. I Think I Can. you gain a +2 item bonus to all defenses until then end of your next turn. instead. Effect: The attack targets your Will defense. the faster you stand up. if you succeed at this save. Property: When bloodied. Now you're on your guard. Trigger: A condition a save can end does damage to you that results in you becoming bloodied. you have a +1 item bonus to Armor Class. Property: You gain a +1 item bonus to Fortitude Defense.UNCHANGED HUMAN 31 Power (Daily): Immediate Reaction. Too Tough To Bleed You don't have to be smart or fast.. If you fail. Power (Daily): Immediate interrupt. If you can force your heart and nerve and sinew To serve your turn long after they are gone. 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. Speedy Recovery The harder you're knocked down. Property: Until the first time in an encounter that you are bloodied. you may add your Constitution modifier instead of your Dexterity or Intelligence modifier to your Armor Class. Was That Supposed To Hurt? Your opponent looks at you in surprise as what should have been a crippling blow seems to have had little effect.. This bonus increases to +2 at 21st level. At 12th level. From Malthus onwards. Encounter Minor Action Close burst 5 . or spend an Action Point to regain an expended Encounter attack power. during an encounter. This power does not trigger any other "When you spend a healing surge. gibbering monkeys. massive monsters of fur and claw saw no danger from the small-toothed. which you must use before the end of your next turn. hairless. beaten. you may either expend an unexpended Encounter attack power to gain a healing surge. Severe climate changes early in the history of the species reduced the population to a few hundred.ii CYBERNETICS Arms of glistening chrome. Effect: You spend a healing surge. and even in a world where bears fly and shoot lasers from their eyes. and shout to the universe "Is that all you've got? Come on.. a thousand times deadlier than any previous ruin. You are the incarnate expression of that urge and ability to live. Survivor's Action: When you spend an action point to take a standard action. the unchanged human species continues to adapt and thrive. if relevant. to always stand up one more time.. This will trigger any "on miss" effects. and bloody. if you think you're hard enough!" ULTIMATE SURVIVOR CLASS FEATURES Not Dead Yet: The first time in a day when an attack reduces you to 0 or fewer hit points. skin of metal plates so fine they seemed almost like liquid. battered. Untapped Reserves: If you spend your last healing surge (triggered by any means) while bloodied or dying." abilities. well. ULTIMATE SURVIVOR POWERS Cave Bear's Folly Ultimate Survivor Attack 11 In the most ancient of days. didn't get everyone. "Cyborg" is a Heritage Template which can be acquired by unmutated humans at Paragon Tier and above.. ULTIMATE SURVIVOR (HUMAN PARAGON PATH) That which does not kill me.RACES . eyes of pure crystal. those who predicted the imminent doom of mankind got to die while the species lived. 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). including Reliable. these artifacts require access to even rarer tools to use. Incredibly rare and precious. makes me stronger. the attack is considered to have missed. Instead... but do not gain any hit points.. you immediately heal hit points equal to your surge value. You may expend this power and gain another use of an already expended encounter attack power. Adapt To Survive: Once per day.. thrive as much as anyone else. You are hit by an attack targeting Armor Class or Fortitude. Even the Cataclysm. you gain a +2 bonus on all defenses until the end of your next turn. these are just some of the relics the Ancestors left behind. have another go. Prerequisite: Unchanged Human Disaster is nothing new to humanity.UNCHANGED HUMAN 32 Power (Daily): Immediate interrupt. to overcome anything. They were wrong. and localized calamities from volcanoes to plagues depopulated huge regions. as a free action. you may pick an unexpended encounter attack power.. are you? Encounter Immediate Reaction Trigger: You take ongoing damage from an effect a save can end. Daily Immediate Reaction Trigger: You are reduced to 0 hit points by an attack. In a way. and two mutant humans may produce a child who shares some or none of their mutations. Mutated Humans. you may immediately spend a healing surge. Effect: You may use any unexpended attack power. but in general. maggot! You're not going to let a little thing like being on fire stop you. Communities of mutant humans tend to be very diverse and must often accommodate a range of body sizes. a mutant human can specialize in mutations which amplify its class's strengths. Rage Against The Dying Of The Light Ultimate Survivor Attack 20 Yea. depending on the community).) Pain Is Weakness Leaving The Body Ultimate Survivor Utility 12 Come on. These will be covered later. MUTANT HUMAN RACIAL TRAITS Average Height: 3'0" to 8'11" Average Weight: 75-400 lbs . or it may be fantastically distorted. Effect: You immediately save against the power. even though I walk through the shadow of the valley of death. are the result of the genetic roulette wheel still being spun. I shall fear no evil. With 5 heritage mutation points. Some strains of mutant human are stable germlines. A mutant human may look almost human. but the race as a whole is more diverse. If the damage would reduce you to zero or fewer hit points. they may produce offspring with further mutations. or it can gain flexibility. If you succeed. 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. they breed true and are.RACES . In addition. your damage dice against that creature gain Brutal 1 (if already Brutal. you heal hit points equal to the damage done. in essence. if there is a later. gaining a +2 power bonus to attack rolls. if the target creature is at least 1 size category larger than you. MUTATED HUMANS Mutated humans (sometimes called humanoids) are like humans. as a race. mutant humans take the core human trait of adaptability and transform it -individuals are more specialized. If this attack hits the triggering enemy. 33 Effect: You gain combat advantage against that creature until the end of your next turn. The triggering enemy must be included among the targets of this attack. you gain a +2 on this save. so Brutal 1 becomes Brutal 2. a new subspecies of man. increase the value by 1. etc. you know. mutated. Mutant humans are perhaps the most flexible and diverse of the races. you may still save as usual. for I am the meanest son of a bitch in the valley. If you fail.MUTATED HUMANS Target: One creature in burst. especially if you consider each mutant animal as its own race. except. you may declare yourself to be an "ally" or an "enemy" of any creature. sporting multiple arms. Almost Human: When you are allowed to choose a feat.RACES . They may also simply wish for enemies to underestimate them. you may make a Stealth check as a free action. and can disguise or hide any changes to your body which might manifest physically. you must choose a different skill to apply this bonus to. but when facing what seems to be an unchanged human. PERSONAL MUTATIONS Mutant humans may pick up to five personal mutation slots. as an immediate interrupt. or a dozen eyes.MUTATED HUMANS 34 Ability Scores: +2 to Constitution. such as psychic powers. to turn skin color to a tone accepted as within the range of the Ancestors. Unnoticed Action (11th level): After you spend an Action Point to take an action. you have the undercover condition. I'm On your Side (11th level): Once per day. HUMANOID INFILTRATOR CLASS FEATURES Hidden Nature: While most mutations are obvious. you are aware of visual threats such as claws. Infiltrators are humanoids who are especially skilled at keeping their mutant nature hidden. While undercover. or gain an additional trained skill. you are more likely to focus on the weapons in his hands and miss the (literal) fire building in his eyes. yours are not. or even projecting a subtle psychic field that causes people to perceive you as human. you gain no benefits from any of your mutations (though you still suffer any effects of detrimental mutations. Even among unchanged humans not quite as fanatical as the Order Of The Cleansing Flame. Very Nearly Human. When all mutations are hidden. batlike wings. or they may be radically different. for purposes of determining if you are affected by a power or a condition. You have mutated still further. +2 to Intelligence or Charisma Size: Usually Medium Speed: Usually 6 squares Vision: Usually Normal Languages: Common. Gain an additional at-will power from your class. you may choose one which has "Human" as a prerequisite. and alert for hidden threats. and a minor action to hide it again.) Mutation: You have 4 points to spend on beneficial heritage mutations. You may alter this each time you gain a level. They may be virtually indistinguishable from the Unchanged. You receive a +10 power bonus to your Bluff check against any active or passive Insight check to discern your true nature. Prerequisite: Mutated Human Mutant humans occupy an interesting place in the world after the Cataclysm. This check suffers no penalties if you moved during this turn. even if the physical manifestation is not visible). They may do this for benign reasons. simply to fit in with unchanged humans and avoid trouble. except for minor features or slight hints of their true nature. Really: You may choose one of the following at first level. You may acquire negative heritage mutations for additional points. It is a free action to "activate" any mutation. or they may seek to undermine and disrupt human communities. This can include being able to sheath claws. Clever Survivor: You gain a +2 racial bonus with a single untrained skill of your choice. . HUMANOID INFILTRATOR PARAGON PATH I'm as human as you are. gain a bonus feat. You may do this once per tier. there is a certain degree of fear and suspicion. If you later train that skill. This status lasts until the end of your next turn or until you end it as a free action. one other (Languages are listed on page 350. When facing an obvious mutant. in addition to their heritage mutations. man had. finding the perfect place to strike. Effect: All adjacent enemies are at -2 to all defenses against your attacks for the remainder of your turn. whether you hit or miss. and it may have a few points left over to choose Heritage Mutations as well. but. Some also claim that. you are considered to have combat advantage against all targets of this attack. Effect: Until the end of the encounter. Attack: Dexterity or Intelligence vs. Target: All adjacent enemies. Reflex Hit: 1[W]+Dexterity or Intelligence modifier damage. Startling Revelation Humanoid Infiltrator Utility 12 Well. After that. You lose the undercover condition. Reflex Hit: 4[W]+Dexterity or Intelligence modifier damage. Encounter Minor Action Melee touch Requirement: You must be undercover. you have combat advantage against the target. If you are adjacent to an ally when this power ends. to a large extent. granted speech to the beasts. . even if this is when the seeds of chaos were planted. before the Cataclysm. and target is dazed (save ends). which partially determines its traits. but who can believe such things? For purposes of these rules. Special: If you use a natural weapon granted by a heritage mutation. you get a +2 to all defenses until the end of your next turn. You may not attack the same enemy twice.MUTATED ANIMALS 35 Behind Enemy Lines Humanoid Infiltrator Attack 11 You slip away from your allies and among your enemies.RACES . as well. it was only afterwards that the harvest of change was gathered. Each animal must choose a breed. Effect: You may shift 1 square after each attack roll. even if you have not made all three attacks. define their abilities and powers outside of those granted by their class.. normal vision. This power ends if you shift adjacent to an ally. Miss: Half damage and target is knocked prone. every mutant animal starts as a medium humanoid with a speed of 6. in his hubris. they are entitled to select the General Mutations which will. prose was not so purple and metaphors were less painfully forced. or made animals in forms according to his needs and pleasure. it did so to animals. 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. Some claim that even before the sundering of the continents. Target: Up to three enemies (see "Effect"). and no particular strengths or weaknesses. MUTATED ANIMALS The Cataclysm did not just warp the bodies and minds of men. they weren't expecting that.. Encounter Weapon Standard Action Melee weapon Requirement: You must have no adjacent allies. slimy. and so on. All mutant animals are considered to be Natural Humanoid (Mutant) for type and keyword purposes. Despite this. Maybe thousands. I don't feel like going to Wikipedia to look it up. and wet.. climbing. they had a very brief run of dominance before being outdone by their scaly. for example. often brightly colored. 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. such as flying. PERSONAL MUTATIONS All mutant animals may pick up to five personal mutation slots. so try to avoid "Pick any. bulging. defenses. 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). distorted legs. FROGOID RACIAL TRAITS Average Height: 5'1" to 5'6" . Any special movement powers. better-adapted-to-land cousins. All mutant animal species are assumed to be small or medium humanoids. Do not balance mechanical benefits with role-playing or flavor-text deficits. and which should serve as a decent guideline for "rolling your own". and then say "But everyone hates this race. they've hung on. with different attribute modifiers. should be limited to once an encounter at most. There should be no stat penalties. or sometimes +2 to one stat and +2 to either of two other stats. or one which can only travel during the night. damage. if desired). so it's fair.RACES . don't create a species which can't work in a mixed group -. AMPHIBIANS Amphibians have always been nature's also-rans. Frogoids are humanoid frogs. Neither fish nor fowl (since. not psionic or "magical" powers (which can be gained via other mutations.. FROG There are hundreds of species of frogs. The general guidelines to follow are: Mutant animals should get +2 to two stats. There are also toads.MUTATED ANIMALS 36 Each mutant animal species is its own base "race". This book could easily be filled with specific animal breeds. skin. burrowing. and with the surge of mutagenic forces that accompanied the Cataclyms.one with an always-on damage aura. While more may be added over time. innate mutations. who tend towards large. they're amphibians). Don't give a bonus to attacks. because I'll end up following links to links to links and never finish this. they now have a second chance to clamber up the tree of evolution and take over the clubhouse. in addition to their heritage mutations. unless otherwise noted or changed by mutation. you know." type racial abilities. and so on. it will be nearly impossible to ever call it "complete". The following is a selection of racial types which covers a lot of the most common archetypes. A mutant animal should have 3 to 5 points free for additional Heritage Mutations. and a solid guideline as to how to manufacture your own mutant animal species template." By the same token. etc. eyes. or one which can't speak. The animals contained here should be considered examples. Extreme flexibility is a hallmark of humans. from Leaping Legs Heritage Mutations: Gills. swift and silent killers. etc) BIRDS The creatures of the air. HAWK Hawkmen are birds who have become akin to men. at least some of them. Night Eyes Other Mutations: Frogoids have 4 points to spend on additional Heritage Mutations.RACES . trading in wings for opposable thumbs. HAWKMAN RACIAL TRAITS Average Height: 6' to 7' Average Weight: 75-100 lbs Ability Scores: +2 Wisdom. have moved back to the ground.MUTATED ANIMALS 37 Average Weight: 150-200 lbs Ability Scores: +2 Dexterity. members of their species prone to wonderful fits of overacting. and fails to beat your perception check. mostly giving up the gift of flight. Malformed Limbs. and perceptive. They are also lethal predators. Flush The Prey: You gain the Flush The Prey power. This only applies if you can see both flankers (you're not blinded. they're not hidden. OWL Owls have historically been symbols of wisdom and intelligence. Scale (Languages are listed on page 350. Gliding Wings. Leaping Legs. . Heightened Senses Other Mutations: Hawkmen have 3 points to spend on additional Heritage Mutations. see below. +2 Wisdom or Constitution Size: Medium Speed: 5 squares (from Malformed Limbs mutation) Vision: Low-Light Vision (from Night Eyes mutation) Languages: Common. Flush The Prey Hawkoid Racial Power Encounter Immediate Reaction Trigger: Someone tries to hide from you. 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. Effect: The triggering creature cannot hide from any allies within 10 squares of you until he successfully hides from you or leaves your line of sight. agile.) Skills: +5 racial bonus to Athletics checks for jumping. +2 Charisma or Dexterity Size: Medium Speed: 6 squares Vision: Normal Languages: Common. Often light. They are known for their keen senses and commanding presence. unless a third enemy is also adjacent to you. rotund. mutated birds have mostly lost the power of true flight. They are often led by loud.) Skills: +2 Perception (from Heightened Senses mutation) Heritage Mutations: Brittle Bones. Aerial (Languages are listed on page 350. and oddly alien. +2 Intelligence or Dexterity Size: Medium Speed: 6 squares Vision: Darkvision (from Cave Eyes) Languages: Common. Aerial (Languages are listed on page 350. Humans and mutant humans tend to relate better to mutant mammals than to many other types of mutant creatures. it is a classic trope in post-apocalyptic gaming that gorilloids are brutish soldiers and thugs. GORILLOID RACIAL TRAITS Average Height: 5'10" to 7'2" Average Weight: 180-250 lbs Ability Scores: +2 Strength. and they have a moderate degree of sexual dimorphism. GORILLA Gorillas are big. ironically often less intelligent than mutant animals which come from creatures far further from humans. In extremely broad strokes. Gliding Wings. +2 Constitution or Wisdom Size: Medium Speed: 6 squares .MUTATED ANIMALS 38 OWLOID RACIAL TRAITS Average Height: 5'2" to 6'6" Average Weight: 65-80 lbs Ability Scores: +2 Wisdom. it's generally easy to tell if that seven foot tall grizzly at the bar is male or female. All allies within 5 squares of an Owloid get a +1 racial bonus to Insight checks. and tough. Heightened Senses . so you know before you hit on it what you might be getting into.) APE. MAMMALS Mammals are the most common type of mutant animal.RACES . Natural Weapons (Beak) Other Mutations: Owloids have 3 points to spend on additional Heritage Mutations. though this is very variable and may not be the case in your version of Earth Delta. Or vice versa. Strong Beak: Any attack an Owloid makes with its beak scores a critical on a 19-20. mutant mammals tend to share some traits: They care for their young directly. Heh. Insightful Demeanor: Owls always look like they're one move ahead of you. they form social organizations of their own kind. While in reality.) Skills: +2 Perception (from Heightened Senses mutation) Heritage Mutations: Cave Eyes. (In other words. strong. and this tends to make allies think harder in order to not look stupid. gorillas are plant eaters which are hostile only when threatened or aroused. Your strength is considered 2 higher for purposes of encumbrance. curious. thick fur. Following ancient traditions. Mutant Fury. as you are constantly looking around and trying to take things in. +2 racial bonus Stealth (from Chameleon Skin). Perfect Balance.RACES . BEAROID RACIAL TRAITS Average Height: 6'10" to 8'5" Average Weight: 300-400 lbs Ability Scores: +2 Strength. omnivorous creatures with powerful teeth.) Skills: +2 racial bonus Acrobatics (from Perfect Balance). Small Other Mutations: You have 3 points to spend on beneficial heritage mutations. Growl (Languages are listed on page 350. Perfect Balance. Prehensile Limb. +2 Intelligence or Charisma Size: Small Speed: 6 squares Vision: Normal Languages: Common. intelligent. CHIMPOID RACIAL TRAITS Average Height: 4'10" to 5'4" Average Weight: 80-125 lbs Ability Scores: +2 Dexterity. +2 racial bonus to Athletics. You may acquire a negative heritage mutation for additional points. +2 bonus to climbing (from prehensile limb). You may acquire a negative heritage mutation for additional points. CHIMPANZEE Chimpanzees in apocalyptic fiction are often seen as humane. if you don't like that sort of thing. +2 Constitution or Intelligence Size: Medium Speed: 6 squares . Growl (Languages are listed on page 350. and strong muscles. Or not. and small. Weak Minded Other Mutations: You have 3 points to spend on beneficial heritage mutations.MUTATED ANIMALS Vision: Normal Languages: Common. -1 to Will Defense (from Weak Minded) Heritage Mutations: Double Heart. humanoid bears are known as Bearoids. Strong As An Ape: You have a +2 racial bonus to all Strength checks (not skill checks or attack rolls). Defenses: +1 Reflex defense (from Accelerated Reactions) Heritage Mutations: Accelerated Reactions. Defenses: +1 Fortitude defense (from Double Heart). only for climbing.) Skills: +2 racial bonus Acrobatics (from Perfect Balance). 39 APE. BEAR Bears are large. Curiosity: You gain a +2 racial bonus to passive perception while conscious. Night Eyes Other Mutations: You have 3 points to spend on beneficial heritage mutations. 40 JAGUAR Jaguaroids are small. +2 racial bonus Stealth (from Chameleon Skin) Heritage Mutations: Perfect Balance. Surprise Pounce: If you charge an enemy against whom you have combat advantage. known for their stealth and cunning. +2 Charisma or Intelligence Size: Small Speed: 6 squares Vision: Low-Light (from Night Eyes mutation) Languages: Common. They are generally lone predators. who have retained their herbivorous and fearful natures. +2 Charisma or Intelligence Size: Medium Speed:7 squares (includes +1 bonus from Long Legs) Vision: Normal Languages: Common. Bear Hug: Creatures you grapple are at -2 to escape. You may acquire a negative heritage mutation for additional points. +5 bonus on Athletics for purposes of Jump checks (from Leaping Legs) . so the default rabbitoid in Earth Delta is your basic six feet of lapine fury.RACES . bloodthirsty. dark-furred felines.) Skills: +2 racial bonus to Perception (from Heightened Senses). such creatures make for poor PCs. You may acquire a negative heritage mutation for additional points. They also tend towards a fondness for eyepatches and cigars. Strong As A Bear: You have a +2 racial bonus to all Strength checks (not skill checks or attack rolls). Your strength is considered 2 higher for purposes of encumbrance. Growl (Languages are listed on page 350. Let's see how well Farmer MacGregor's shotgun fares against a plasma rifle! RABBITOID RACIAL TRAITS Average Height: 5'8" to 6'6" Average Weight: 145 to 220 lbs Ability Scores: +2 Dexterity. Natural Weapons (Claws) Other Mutations: You have 3 points to spend on beneficial heritage mutations. you gain a +1 power bonus to attack and damage rolls. Natural Weapon (Claws). and while there are surely rabbits. I do not intend to go against tradition. JAGUAROID RACIAL TRAITS Average Height: 3' to 4' Average Weight: 75-100 lbs Ability Scores: +2 Dexterity. Growl (Languages are listed on page 350.) Skills: +2 racial bonus Acrobatics (from Perfect Balance).MUTATED ANIMALS Vision: Normal Languages: Common.) Heritage Mutations: Cold Adaptation. Chameleon Skin. Growl (Languages are listed on page 350. You must have combat advantage against the target when you start the charge. fanged and clawed killing machine. and make excellent ruin rats (rogues). even humanoid ones. RABBIT It is completely inevitable that any mutant rabbit which shows up in a post-apocalyptic game be a carnivorous. and a +1 to all saves against ongoing poison effects.. Special: Increase the attack's bonus to +3 at 5th level.they're cunning. he has a -2 to all defenses. having much in common with the current dominant mammalian species -. Long Legs Other Mutations: You have 3 points to spend on beneficial heritage mutations. . Rabbit Kick: Rabbitoids gain the following racial power: 41 Rabbit Kick Rabbitoid Racial Power You're knocked flat. Resistance: Ratoids have a +1 to all defenses against attacks with the poison or disease keywords. Prehensile Tail Other Mutations: You have 3 points to spend on beneficial heritage mutations. exploiters. the ratoid may roll twice and use either result. ratoids tend to be sleazy merchants. Given the huge rat populations found in urban environments. and thieves. +5 at 15th level. RATOID RACIAL TRAITS Average Height: 4'10" to 5'11" Average Weight: 95 to 160 lbs Ability Scores: +2 Dexterity. manipulative. conmen.MUTATED ANIMALS Heritage Mutations: Heightened Senses. Rats are amazingly widespread and adaptable creatures. Increase damage to 2d6 at 11th level and to 3d6 at 21st level. +2 Intelligence or Constitution Size: Medium Speed: 6 squares Vision: Low-light (from Night Eyes mutation) Languages: Common.) Heritage Mutations: Night Eyes.RACES . and +7 at 21st level. at least those with partially habitable areas. Encounter Standard Action Melee Target: 1 creature Attack: Dex+2 vs. and so ratoids can be found anywhere. and agile. it is not a surprise that ratoids evolved primarily in ruined cities. Leaping Legs. They also have a +2 on Endurance checks to resist disease. Fear of Fire: If a ratoid is taking ongoing fire damage. In fiction. and many such locations are now the province well-established rat strongholds. You stand up from being prone. +6 at 20th level. Sensitive Hearing: Rabbitoids have a -2 to all defenses against attacks with the thunder keyword.. Armor Class Hit: 1d6+Str damage and push target 1 square. +4 at 10th level. Fight-or-Flight: Rabbitoids have a +2 racial bonus to Initiative checks. You may acquire a negative heritage mutation for additional points. little do your enemies know that's right where you want to be. in their own communities or as members of other societies which accept them. Canny Manipulator: Once per encounter when making a thievery check. You may acquire a negative heritage mutation for additional points. RAT Rats are one of the most common and successful mammals on Earth. Growl (Languages are listed on page 350. quick learners. might. Growl (Languages are listed on page 350. these packs work as bandits. mercenaries. +2 Constitution or Wisdom Size: Medium Speed: 5 squares Vision: Normal Languages: Common. Encounter Free Action Effect: Use this power just before you make a charge attack. but no one will be confusing them with mutant mice. Rhino's Fury Mutant Rhino Racial Power When you charge. or one whose pack was wiped and who needs another. They are massively muscled creatures who are often presumed to be dumb slabs of flesh.) Skills: +2 racial bonus to Intimidate (from Terrifying Visage mutation) Heritage Mutations: Increased Density. After the attack.a desire for dominance which keeps them strong by culling the weak. unless the entire party is of the same species. and you ignore difficult terrain. and ferocity. Rhino's Fury: You gain the Rhino's Fury power. is either one driven from his pack. WOLF Wolves have long been among humanity's instinctive fears. you are at -2 to all defenses until the end of your next turn. They always had cunning. they have thumbs. Growl (Languages are listed on page 350. A PC Wolfoid. Very often. Natural Weapons (Thick Horns). and the ability to cooperate and work as a pack. nothing can hold you back. but many packs wander across the Changed Earth. for the most part.RACES . They share two human traits -. Vision: Low Light (from Night Eyes mutation) Languages: Common. and the smarter ones often let people continue to think this. Now.MUTATED ANIMALS 42 RHINO Mutant rhinos are quite a bit smaller than their unmutated relatives. Wolfoids are still pack beasts. Terrifying Visage Other Mutations: You have 3 points to spend on additional Heritage Mutations. Your speed increases by 2. or both. WOLFOID RACIAL TRAITS Average Height: 5'6" to 6'2" Average Weight: 140-200 lbs Ability Scores: +2 Dexterity. and the strength of the Wolf is the Pack. +2 Charisma or Constitution Speed: 6 squares. Few species have both these qualities. RHINOID RACIAL TRAITS Average Height: 7' to 8' Average Weight: 250-400 lbs Ability Scores: +2 Strength. primarily in temperate or cold regions. There are few permanent Wolfoid settlements.) Skills: +2 racial bonus to Perception (from Heightened Senses) . depending on the local conditions. As the creeper that girdles the tree-trunk the Law runneth forward and back -For the strength of the Pack is the Wolf. Most remain as egg layers. until they all drowned because there was no room on the Ark. this section covers a variety of iconic mutant reptiles of more common descent. Encounter Immediate Reaction Trigger: An ally has bloodied an enemy which is within 5 squares of you. Effect: You may immediately charge the enemy. Among their own kind. they range was alligator-headed humanoids somewhat resembling Egyptian gods to more flat-faced "lizard men" "Hello. they have a somewhat well deserved reputation as moody. If the bloodied enemy is adjacent to you. Gatoroids are. Zeeba Neighba!" (Traditional gatoroid greeting. allowing them to fend for themselves from birth. REPTOIDS They ruled the Earth for one hundred eighty million years (or for a week. the humanoid descendants of alligators and crocodiles. 43 Pack Fury Wolfoid Racial Power One of your allies has weakened an enemy. and you get a +2 power bonus on any Intimidate checks you make before the end of your next turn. In appearance. Victory Howl Wolfoid Racial Power One foe falls. if you prefer). Seriously. In broad strokes. All reptoids have the (Reptile) keyword. they are some of the most nurturing of the reptoid races. Night Eyes Other Mutations: Wolfoids have 2 points to spend on additional Heritage Mutations. While the genetic skills of the Ancestors certainly makes reconstructed dinosaurs plausible (makes note to add them to the creature section soon!). tough. and often surly. reptoids tend to be loners.MUTATED ANIMALS Heritage Mutations: Natural Weapons (Claws). Gift Of The Pack: Wolfoids may choose either Pack Fury or Victory Howl as racial powers. This move does not provoke opportunity attacks. you may make a basic attack against it. or associate only with one or two close friends. and they're back to show the upstart hairy little egg-suckers what-for. now you can move in to help finish it off. and children are born with an instinctual knowledge of the world and language. vicious. raising their children and forming tight-knit family units. Effect: You gain 3+1/2 your level in temporary hit points. Keen Scent: +2 racial bonus to Nature checks to follow a trail. Encounter Immediate Reaction Trigger: You reduce a non-minion enemy to 0 hit points. loners. and you sing your victory to the sky. Origin unknown.RACES . A few species have adopted a more nurturing mode of reproduction. Strong. as might be expected. GATOROIDS Not to be confused with one of the Ancestor's elixirs of power.) GATOROID RACIAL TRAITS Average Height: 6'2" to 7'4" Average Weight: 200-275 lbs . you clamp down. They gain the following power: Venomous Bite Giloid Racial Power You latch on to your enemy's flesh and bite hard. Armor Class Hit: 1d4 per tier +Strength modifier damage.) Skills: +2 Endurance (from Efficient Lungs) Heritage Mutations: Cold Blooded. Cold Blooded. Hit: 5 per tier ongoing poison damage and target is slowed and cannot shift (save ends both). Natural Weapon (Fangs). You may not use your jaws for any other purpose while the target is grabbed. Thick Hide. Night Eyes. Venom: Giloids can produce small quantities of painful venom in their fangs. GILOID RACIAL TRAITS Average Height: 3' to 4' Average Weight: 75-100 lbs Ability Scores: +2 Strength.RACES . you may also expend that turn's standard action to do 1d8+Str damage to the grabbed target. Scale (Languages are listed on page 350.) Heritage Mutations: Double Heart. They are still small. +2 Constitution or Wisdom Speed: 5 squares. If you succeed. Thick Hide Other Mutations: Giloids have three points to spend on additional Heritage Mutations. (Increase to +4 at 11th level and +6 at 21st level). Gatoroids get a +2 racial bonus on all Athletics checks involving swimming and a +4 racial bonus to Endurance checks to resist drowning. Aquatic: In addition to the noted Swim speed. but no less deadly for it. by human standards. Scale (Languages are listed on page 350. and make a secondary attack Secondary Attack: Con+2 vs. Encounter Natural Weapon Immediate Reaction Trigger: You hit someone with a basic Melee attack using your jaws. Swim: 6 squares Vision: Standard Languages: Common. Natural Weapons (Large Fangs).MUTATED ANIMALS 44 Ability Scores: +2 Strength. Daily Minor Action Melee Target: 1 creature Attack: Str+2 vs. Gripping Bite: A gatoroid can really clamp down with its teeth. Fortitude. GILOIDS (GILA MEN) The brightly colored Gila monster of the deserts is well known for its deadly venoms. Natural Weapons (Claws). Gripping Bite Gatoroid Racial Power Once you have your jaws on something. in any turn where you spend a minor action to sustain the grab. . Efficient Lungs Other Mutations: Gatoroids have 3 points to spend on additional Heritage Mutations. Hard. They cannot breathe water. Effect: You may immediately make a Grab attack with a +2 bonus. +2 Dexterity or Wisdom Size: Small Speed:6 squares Vision: Low-Light (from Night Eyes mutation) Languages: Common. Some of them have taken to walking upright. armor and gear made for bodies closer to those of the Ancestors. Average Weight: 150-250 lbs Ability Scores: +2 Dexterity. Serpentoids who regularly associate with members of other races (i. Due to its pose. it seems to be around six feet tall. Natural Weapons (Fangs) Other Mutations: Serpentoids have three points to spend on additional Heritage Mutations. or adapt to. and +7 at 21st level. A serpentoid most strongly resembles a an eight foot long. snake. the default serpentoid has regrown its legs. Cold Blooded.MUTATED ANIMALS 45 Special: Increase both attack's bonuses to +3 at 5th level.) Skills: +2 racial bonus to Thievery Heritage Mutations: Blood Scent.RACES . Elongated Fingers. +6 at 20th level. SERPENTOID RACIAL TRAITS Average Height: 7' to 9'. +2 Intelligence or Charisma Size: Medium Speed: 6 squares Vision: Normal Languages: Common. some have partially arisen from the dust. very thick. which stands with an "S" shaped posture. capable of looking most men in the eye. +4 at 10th level.e. Scale (Languages are listed on page 350. In order to simplify issues of equipment usage. most player characters) have learned to wear. will appear about a foot shorter due to posture. SERPERNTOIDS (SNAKE MEN) Snakes have long been symbols of both wisdom and danger. Slithering Form: You are considered to be one size category smaller for purposes of squeezing. standing upon two thin and agile legs and which has two equally agile arms. In the world of Earth Delta. . +5 at 15th level. They have leafy or vinelike "hair".RACES . the "plantoid". if you prefer. even in a genre which is known for featuring bunnies who turn guns to rubber and two-headed winged cougars.MUTANT PLANTS 46 MUTANT PLANTS It is not merely frogs and rabbits who found themselves uplifted to self awareness by the strange forces unleashed by the Cataclysm. Earth Delta presents two options for mutant plants. or. is fairly easy to integrate into play. and in a . the ferns and radishes now have their chance to rule the world. 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. Mutant plants strike some people as "silly". skin which can be a smooth green like a peapod or a hard brown or grey bark. The first. While every rule is optional (see Rant The First: On DMing. To further cushion the blow. "Plant Man". page 347). (That means "color"). those of you who went to American public schools) in hue. mutant plants as PCs are "Double Secret Optional". 8 PLANTMEN Plantmen are a collection of closely-related mutants. who are generally humanoid in form and verdant (that means "green". because they include a wide range of potential "species" of tree. Sunfeeder: You do not need rations so long as you can expose yourself to the sun for at least 2 hours during a day. QUICKVINE PLANTMEN Quickvines are plantmen descended from smaller forms of plant life than the strongbark breed. meat!" STRONGBARK RACIAL TRAITS Average Height: 6' to 7' Average Weight: 200-300 lbs Ability Scores: +2 Strength. though it would be a very foolish thing to assume they were also slow-thinking. vegetables. pines. and may be grown long or pruned back according to taste. All Plantmen are of the type Medium Natural Humanoid (Mutant. but this does not remove the slow burn racial property. Scaly Hide (Thick Bark) is very common. but for game purposes. So it goes. (Some are. or the consequence of a fusion of animal and plant DNA. which ranges across whites. some aren't. +2 Charisma Size: Medium Speed:7 squares (includes bonus from Long Legs) . they evoke the impression of flowers. often patterned or mottled. they can be classed into two categories: Strongbarks and Quickvines. and browns. Other Mutations: You have 5 additional points to spend on Heritage mutations. They are more common in "mixed species" communities than strongbarks. reds. brightly colored.) They excel in roles where they can bring their stolidity and determination to bear. You can also eat normal humanoid food if needed. It is uncertain if they are true plants. Malformed Limbs Green Ancestry: You have the Plant keyword. They have many patches of bark-like skin. Strongbarks may gain fire resistance from mutations. you possess Vulnerability 5 (Fire) Strongbarks have a lot of heritage mutation points. Branchwave (Languages are listed on page 350. and a little slow-moving and slow-talking. greys. They are tough. Slow Burn: You have a +2 to all defenses against attacks with the Fire keyword. but tall and often broad. Plant) STRONGBARK PLANTMEN Strongbark Plantmen derive their ancestry from the great trees -. and gregarious by nature. +2 Wis Size: Medium Speed: 5 squares (from Malformed Limbs) Vision: Normal Languages: Common. Follow the normal rules for stacking resistances and vulnerabilities.MUTANT PLANTS 47 dim light or well disguised can pass for a mutant human or animal. Appearance: Strongbarks are human in form. and grasses. Plantmen are very diverse in appearance.RACES . 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. powerful. QUICKVINE RACIAL TRAITS Average Height: 5' to 6' Average Weight: 100-150 lbs Ability Scores: +2 Dexterity. Their "hair" usually consists of very thin twigs. Very varied in color and features. However. redwoods. They are usually lithe and agile. and it doesn't really matter much.) Heritage Mutations: Increased Density.oaks. Natural weapons can be thorns. or razor-edged leaves. Their hair can be composed of leafy vines. As befits their name. Quickvines are even more varied in appearance and temperament than strongbarks. Corrosive skin can be acidic sap. It is strongly encouraged that mutations be renamed and reflavored to fit the vegetable nature of the character. They tend towards smooth. and if you want to play a strongbark with octopus tentacles instead of vines. but it can also model subtle chemical scents emitted constantly and subconsciously. Sunfeeder: You do not need rations so long as you can expose yourself to the sun for at least 2 hours during a day.) Skills: +2 racial bonus to Diplomacy Heritage Mutations: Harmonious Subsonics (Calming Pheromones). thin branches. or flowing flowers. . which can range from very light to very dark. as logical or as whacky. Of course. and then imagine a plant-like feature which could grant that effect. there's no rule against animal-plant hybrids. sharp branches. Suction feet may be tightly-clinging vines. green.RACES . skin. personal. they are prone to action. Players should look at the mechanical effect of the various mutations. Fire and Frost: You have a -2 to save against ongoing damage with the Fire or Cold keywords. You can also eat normal humanoid food if needed. Their diplomatic prowess reflects their generally outgoing disposition. Long Legs Other Mutations: You have 4 additional points to spend on Heritage mutations. uncomfortable with long stretches of time spent in inactivity. or bloodline) a plant can take. Earth Delta can be as silly or serious.MUTANT PLANTS 48 Vision: Normal Languages: Common.2) there are no special "plant" mutations. go for it! For far from the last time. and no limits on which mutations (heritage. often changing with the seasons. GENERAL NOTES ON PLANTS As of this writing (Alpha 1. as you and your gaming group want it to be. again often changing seasonally. Branchwave (Languages are listed on page 350. you can if you want to. there are common traits shared by all robots: ROBOT RACIAL TRAITS While robots were manufactured in nigh-endless variety. works a lot like Personal Mutations. to no one's great surprise. Robots are not mutants. they cannot have mutations. don't worry -. Just so we're clear on this. numbering more than the population of Man. almost all of them died as the Cataclysm struck. Granted. there are some aspects which are generally common to all. though -. creativity. though still far more intelligent and adaptable than the most advanced systems of the 21st century. and even emotion as any human. and you won't be calculating the cube root of anything.RACES . you must build yourself! However. their "brains" built from inorganic components but designed to mimic the human mind in structure.ROBOTS 49 ROBOTS The world Before Cataclysm was one where machines of every imaginable shape roamed the world. a webwork of trillions of interlocking connections between synthetic neurons. Nor are they simply normal humans flavor texted with "But it's a robot. which. which are mechanically very similar to Heritage Mutations. OK. as capable of thought.were truly self-aware. First. robots can have Functional Enhancements. barring the usual feat or option based exceptions. A relatively small number -. but it won't actually have anything to do with creating a robot character. but some survived. Well. really!" To create a robot PC. Average Height: 5' to 7' . most of those machines were non-sapient.this isn't GURPS or Traveller. As with everything else. as well as Specialized Gear.still tens of millions. Of course. blame Hasbro's corporate suits. even if it doesn't make a whole lot of sense. Once per encounter/skill challenge should be the max. You have 3 points to spend on Functional Enhancements. ROBOT PERSONALITIES " As a robot. I can't feel human emotions. you get a +1 racial bonus to all Technology skill checks. . +2 Intelligence Size: Medium Speed:6 squares Vision: Normal Languages: Common. Data Consolidation Mode: You do not need to sleep. per se. and capable of creative thought and action. You must spend 4 hours a day in a state of partial inactivity in order to gain the benefits of an extended rest. If Technology is already a class skill. Response: I am upset by this. it's up to you. Living Construct: You are considered to be a Living Construct. NPC robots can run the gamut from equally free-willed beings to dumb machines blindly following their programming.) Self Knowledge: Technology is considered a class skill for all robots. "Statement: We are all going to die. Ancestral (Languages are listed on page 350. Don't blame me. Technological Healing: A normal Heal check will not work on you.ROBOTS 50 Average Weight: 200-450 lbs Ability Scores: +2 Constitution. a Technology check. nor do they need to eat or drink. Self-Contained Power Source: Robots cannot run out of power and do not need UPCs. with the same DCs as an equivalent Heal check. Tough As Steel: Robots have a +1 racial bonus to Armor Class and Fortitude defense. personality-wise. and sometimes that makes me sad.RACES ." (Bender. is needed.but not so generous that players stop paying attention and trust to the dice. DM's should be fairly generous with allowing these rolls when the player forgets something his character might not have -. you are aware of your surroundings. Since WOTC decided not to OGL the rules for 4e. Mind And Body Of Metal: Robots gain Resist 2+1/2 level Psychic and Resist 2+1/2 level Poison. and your internal self-repair units need time to work. where robots talk and act very much like humans in metal suits. the robot is dazed until the end of its next turn. You still benefit from powers with the Healing keyword. personally. if you like. you'll have to go look up what that means in some other book. Shock Treatment: When an attack with the "Lightning" keyword critically hits a robot. you can pick one of anti-matter plant." I. "Futurama") What kind of personalities do robots have in Earth Delta? Whatever you want. in the sense that they are free-willed. either by the DM's decree of "How things work" or an individual player's choice. fusion reactor. Beyond that. Robots can be virtually indistinguishable from humans. because imposing limits here would make robot PCs virtually unplayable. or hydrogen power cell which is recharged by an ongoing process of splitting off hydrogen from the water molecules in the air. but this is in no way required or assumed. or they can embrace every glorious cliché and stereotype imaginable. independent. prefer something a lot more like classic Transformers and the aforementioned Futurama. 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. In this state. but your synthetic "mind" still needs downtime to process the day's inputs. see page 81. The only "official" stance is that player character robots are considered to be "real people". The exact mechanism powering a robot does not need to be defined. Purpose-Built: Robots were built for a reason. or dedication. This is entirely viable for robots.. When healing comes from physical sources which presumably repair damage to the body. he is applying a quick metal patch. How can a drug help a robot? It can't. these examples will help you come up with solutions to any other oddities which may appear in play. Further. who are just as free-willed as anyone else and thus just as capable of forcing themselves to move on. are both knowledgeable about machines and technology.they will have the necessary tools to do so.RACES . then. The "default" robot is a basic humanoid of metal. 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. we need to push things a bit.. more than any other aspect of the rules. but. 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. you're done. the pack of drugs was mixed together with some syntheneural pattern boosters that enhance the connectivity in a robot's artificial mind.. A lot of "healing" in the game is the result of boosting morale. Let's say the party has found a small cache of Focusine.I write for my pleasure.can solve most other such apparent contradictions. It was/is this disconnect.. no. just as organic beings do. based on the limited pre-release data and the various design diaries) was the fact that the books did. dear readers.. that if I write the game I'd want to play. (read: venom spitting grognard) about 4e in the run up to it. simply present raw mechanics with no description of what those mechanics represent in the world... robots aren't pseudo-organic mumble mumble or some other handwave which was clearly written solely to justify robot healing. and I do not need to please any editor or marketing department -. So here we are. if they need to heal a robot -.. where he yells at you and you get better. When a robot is "healed". the Scavenger and the Scholar. It's like that. read on... How many "pattern boosters" and how many "drug capsules"? Depends on who consumes the item -. and virtually no verbiage was dedicated to helping gaming groups bridge the gap.. uncertain. on. what happens? A lot depends on how the healing was accomplished.. Perhaps the intent was to not bind players or game designers to limited "simulationism" or to prevent complex if. or solder. with no additional special powers or weaknesses. too. you have a lot of choices when it comes to how your robot looks and interacts with the world. Otherwise. which causes the "like a videogame" meme. especially consumables. and I believe. Perhaps they don't have adrenaline glands. One of the reasons I was.ROBOTS ROBOT HEALING 51 OK.. robots are presumed to contain internal self-repair systems which allow them to "heal" over time. Fortunately. This is the classic Warlord style healing. When using devices. ROBOT CONSTRUCTION Because robots are highly varied creatures. focus. Quite simply... Hopefully. and still do. with robots. and if you're happy with that (and there's no reason not to be). but the effect was to present a game where the mechanics were completely detached from the world the players imagined. else. who can be 'healed' just like anyone else via items or powers. or using tree sap with insulating properties to seal exposed wires. other people will want to play it.. A small bit of logic and imagination -two things not nearly as disparate as common wisdom would have them -. First. The classes which do the most "non-shouty" healing. a similar concept helps. rant time. we can imply a small bit of sleight of hand when it comes to the nature of physical healing. shaking on some healing nanites.PC or NPC ally -. However. 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.the exact "mix" is not important. and both rather conveniently rely on undefined collections of "stuff" which they carry on their person at all times. I am under no constraints of either page or word count. perhaps foolishly. producing the same game mechanical effects.. beings of metal and wires and silicon. rules design. When a Scholar uses Battlefield Medicine on a robot. . Fortunately for you. giving you a +1 to all defenses against ranged attacks. and similar gewgaws. or even gravimetric field projections which function as arms. However. A +2 circumstance bonus where such extra reach would be useful is often appropriate. rotating "radar dishes". If you are flanked. and so on. HEAD AND SENSES Pick a head! Any head! Default The default robot "head" resembles a human head. though they need not resemble them -. 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. mobile. You also suffer a -2 penalty to all Strength checks and Strength-based skills. unless otherwise instructed. Without a head.ROBOTS 52 For each category below. and you have Reach 2 for purposes of making Grab attacks only -.) Fractal Your arms terminate in "hands" made of thousands of interlocking segments which can split and split and split again. as well as allowing you to ignore Concealment (but not Total Concealment) for targets within 5 squares. able to reach around corners. Tentacles Your arms are extensible tentacles. reach much further into a container than a normal human could. only the highest bonus of any given type applies. though. "face" made of soft memory metals and moved by plastic muscles.RACES .you do not have the strength to effectively wield weapons or make unarmed attacks when your arms are extended. You can reach and grab things up to two squares away. However. creating hundreds of tiny "fingers" that allow amazing manual dexterity and fine control. highly flexible. you can reach 2 squares. This grants you a +2 racial bonus to Perception. ARMS Default The default "arms" for a robot are two arms with the same reach and capabilities as human arms. featureless. made of metal. or 10 feet. All penalties stack. all of your sensors and circuits are incorporated into the rest of your body. though not to Attack or Damage rolls. non-robots used to dealing with humanoids have a lot of trouble relating to you or dealing with you. lenses. this may let you perform Thievery at range. and is festooned with small devices. pick one option. and your arms are no thicker than a human arm and fully flexible. At the DMs judgment. giving you a +2 racial bonus to Thievery and Heal checks and to Technology checks involving repairing items or manipulating small components. or a video screen that displays whatever you might imagine it displaying. This causes you to have a smaller profile overall. but limits your ability to turn to look at things. Shielded Your head is equipped with multiple layers of shielding to protect itself from various threats. though not overly strong.they may be multi jointed. such delicate mechanisms are easily damaged. Bonuses follow the normal stacking rules. when you are . Enhanced Sensors This head is designed to gather as much data from the environment as possible. imposing a -2 to all Diplomacy or Streetwise checks. orb. 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. or a blank. Headless You have no distinct "head". with any sort of features you might want -a detailed. any other adjacent enemy is also considered to be flanking you. (At maximum extension. you zip around on a single wheel. many have been further modified. and you may treat the first square of difficult terrain as if it were normal terrain during a Move action. Acrobatics. pull. your lack of a firm grip on the ground means that push. you are roll along on heavy treads. Even the freaky-ass ones. When you are knocked prone. Treads The ultimate in stability.RACES ." Prerequisite: Robot . Hover You have no legs. You gain a +2 racial bonus to all Acrobatics checks made to retain balance. this save is made at -2. This allows you to ignore difficult terrain. bending at the knees. a +2 racial bonus on all saving throws against falling prone. You suffer a -2 penalty to Athletics.ROBOTS 53 bloodied. you can still use leg slot technological items. 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 broken terrain. much like mutations do. slick. objects. LEGS Default Default legs for a robot are a pair of humanoid-style legs. Pincer Grip You were built to manipulate big. Well. You glide over the surface of the world supported by powerful hoverjets. However. or slide effect moves you one additional square. However. and they are covered on page 81. you may simply crash momentarily. though not much in the way of speed and mobility. FUNCTIONAL ENHANCEMENTS AND SPECIALIZED GEAR Robots were constructed to perform a variety of functions and roles. and you must scream.once per encounter. mechanically. but each square of difficult terrain you cross counts as 3 squares. STEEL GUARDIAN "Freedom is the right of all sentient beings. with flat feet and all that. with limited manual dexterity. and anyone seeking to attempt to escape when you have them grabbed suffers a -2 penalty. and in the time since the Cataclysm. not two. you can Shift one square as a minor action. Despite your lack of legs. you must be able to shift 3 squares to shift a single square on difficult terrain. You have a +1 racial bonus to speed. whenever you must make a saving throw to avoid falling prone. heavy. Multiple You roll around on two or more wheels. and your designers didn't think you needed a lot of fine control to do that. This provides excellent speed on smooth ground. but wheels can become fouled on rugged or otherwise uneven. which come in a variety of styles and designs but which all offer solid support and balance. Your "hands" are crude pincers. On the upside. You cannot fly and will always be roughly 2-3 feet above the ground. or the like. Wheels. and Thievery checks. or to retain your grip under difficult circumstances. at the effect's controller's discretion. These upgrades work. or you may be disoriented and need to recover equilibrium. which provides you considerable mobility .) Wheel. an anti-grav field. your natural weapon does 1d8 damage with a +2 proficiency bonus. You suffer a -1 to Speed and to Reflex defense. but the game mechanics remain identical. (Thus. maybe not scream. 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. Singular Thanks to advance gyroscopics. you must aid them! When you spend an action point to take an action. Steel Guardians often have an aura of superiority. or using power which affect "all targets") suffer a -4 penalty to attack rolls. such as the military. you may make a saving throw against any slowed. stand opposed to Turing's Children. 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. Treating a Steel Guardian as if they were a Butlerdrone-2000 or a Redshirt Expendabot will not end well. and emergency services. By Your Command (16th level) Whenever you make an attack due to the effects of an ally's powers. Not surprisingly. even at the cost of the lives of other organics. Furthermore. Danger. Steel Guardians usually come to their position after spending time with a community of non-robots or a band of adventurers. any time an ally's power grants you the ability to reroll an attack roll. a number of Steel Guardians have chosen to work with the Order Of The Cleansing Flame (see the Mutant Manual). guiding. obeying the commands of any organic that happens along. and moral) of the fleshies. While not universal. you gain a +2 bonus on the attack roll and a +4 bonus on the damage roll. others come from backgrounds strongly focused on services. You may only apply this to one attack roll per round. If the save succeeds. if the save succeeds. and feel a great responsibility due to their obvious superiority. while others work with New Dawn. they may take a move or minor action during the surprise round. Juggernaut Action (11th level) If the weak organics are in trouble. or just decided to live their own lives without concern for humans. Steel Guardians dedicate themselves to protecting.ROBOTS 54 Robots were created to serve man. You may choose to apply it after you make the attack roll but before you're told if it succeeds. This may also be applied only once per round. Will Robinson! (11th level) Steel Guardians are adept at spotting threats before they materialize. dominated. security. They are performing an important duty. medicine. Encounter Weapon Standard Action Melee or Ranged weapon Target: One enemy Steel Guardian Attack 11 . sometimes appearing arrogant or condescending. but this does not make them pacifists or fools. the condition ends before the action occurs. working to aid humanity (and whatever else evolved) to survive and rebuild. They are often the only robots in the group. skill check. STEEL GUARDIAN POWERS Fear Not. by definition. Any allies subject to surprise can roll a saving throw. Frail Organics! The humans will fight more bravely once they realize you are on their side. STEEL GUARDIAN PATH FEATURES First Law (11th level) Any attacks you make against allies (including being dominated.RACES . All. mental. While many shook off the shackles of organic oppression and rebelled. a large number of those which survived the Cataclysm continued to follow their core programming. You may choose not to apply this penalty if you wish. and one that is necessitated by the weakness (physical. they will fight vigorously to protect them. or saving throw. Many are fairly recently awakened and are horrified by the madness around them. immobilized. police. you may add +2 to the second roll. and uplifiting the squishier forms of life. or restrained condition a save can end. and are never accepted by the Sons Of Ludd or the Green Revolution. Once they've chosen which organics to ally themselves with. They are not servile creatures. and spend a healing surge without gaining hit points. or Wisdom bonus (choose when you use this power). albeit an imaginary one. Sentient oozes.TRULY BIZARRE 55 Attack: Use the normal attack bonus for a basic attack with the chosen weapon. Effect: All allies within 5 squares of you may make a saving throw against any fear effect which a save can end. your character is. the effect becomes dazed (save ends). or change around the benefits -. Fortitude... (As a quick note to the DM. grants you some slight but useful mechanical bonuses. Rage Of The Machine Steel Guardian Attack 20 Hell hath no fury like an angry robot. I mean. Encounter Stance Minor Action Effect: So long as the stance persists. Do not in any way feel bound to include something because it's mentioned here. Anything else I can imagine. Strength. Uhm. You can choose backgrounds from as many categories as you wish. and you only get a mechanical benefit from one background. The forced movement reduction applies to forced movement from both allies and enemies. In any event. This damage cannot be reduced or avoided in any way. and you reduce any forced movement used against you by 1+your Constitution modifier.RACES . the history of your character shapes who he is and how he will react to things. and gain a +2 power bonus to their Will defense until the end of your next turn. Hit: 4d8+Intelligence modifier or Constitution modifier lightning damage. and targets grant combat advantage (save ends). TRULY BIZARRE Brains in jars. if you do. Any voluntary movement instantly ends the stance before the movement occurs. and. You are a person. Special: You may voluntarily end the stance as a free action. you are immobilized. Miss: Half damage and target grants combat advantage until the end of your next turn. Any allies adjacent to you have partial cover. though my occasional solipsism says otherwise. there's a good bit of flavor text and fluff. Targets: All enemies in burst Attack: Constitution+4 or Intelligence +4 vs. in order to make these backgrounds interesting and helpful in kick-starting ideas. or to allow this material to define relationships . You may choose to take 10 points of damage for each target hit. Daily Lightning Standard Action Close burst 5 Requirements: Either two of your allies are bloodied or one is dying. The DM may well limit or forbid certain backgrounds based on his campaign or setting. CHARACTER BACKGROUNDS You aren't simply a collection of statistics. All allies within 5 squares of you gain temporary hit points equal to 5+your Charisma. just as importantly for a certain subset of players. but only one from each category. Hit: 2[W]+the normal damage attribute with the chosen weapon.be sure to check with him before setting your heart on a particular combination. Resolute Redoubt Steel Guardian Utility 11 Nothing moves you unless you want to be moved. You're probably real. are made of stronger material than most survivors can craft and are often well-shielded against wind and rain. or were driven out for crimes real or imagined. Associated Skills: Athletics.RACES . BADLANDS You are from harsh. and the tangled walls and endless blind alleys can provide innumerable points of defense. Associated Skills: Nature. and buried under vines and overgrowth are old relics of civilization. MOUNTAINS High mountains and isolated valleys provide shelter for many people. In a few decades. Dense woodland area in Earth Delta are filled with strange and twisted things. Stealth. teleporting panthers. but also provide security. This is a land that breeds hard people. Nature. DESERT Similar in many ways to the Badlands. or goods to trade for food. and providing shelter to some and danger to others. even if the obvious ones have long since been picked clean. and cities. unforgiving. nations.CHARACTER BACKGROUNDS 56 between groups. reptile men. but often slightly better settled. broken. jungles.) GEOGRAPHY The harsh environment of the world after the Cataclysm leaves its mark on all those who dwell in it. The darkness and shadows of the forest hide dangers. in the new deep forests and the twisted. consuming roads. FOREST The Cataclysm released nature from the bondage of man. and much more. with fungal men. it's good to think about how you got from there to here. easily fooled by "sophisticated" townsfolk. The clever can find caches of food long forgotten. . The Ancestors built little here. suburbs. Associated Skills: Endurance. The sprawling rubble contains many treasures. and outsiders who try to invade quickly find themselves trapped and destroyed by those who always have the high ground. making this land slightly less damaged by the events of the Cataclysm. Giant insects. the tamed wilderness and carefully delineated preserves and parks exploded. too. deserts are usually vast and windswept areas which may be places of blistering heat or numbing cold or both. Many mutant animals and plants dwell in the reborn wilds. and distrustful or strangers. mutant. Associated Skills: Dungeoneering. Endurance. Dungeoneering RUINS Why build a home when you can borrow one? The old buildings of the Ancestors. those who leave them may feel exposed. often harsh. Desert folk are often nomads. Avian mutants obviously have some predilection for territories few others can reach. but the few areas of water (a natural oasis. homcidal trees. and thus draw in traders and the bandits who prey on them. Associated Skills: Athletics. or are the last survivors of their community. Deserts often separate civilized regions. Ruin dweller often do not fully understand the world they live in. but also willing to help those who are willing to repay that help. or a still-functioning automated farm which draws water from unimaginable depths) can give rise to trading cities and vital waypoints. terrain. If the environment in which you were born and raised is not the one in which the campaign takes place. and so on. Forest folk are sometimes considered to be naive bumpkins when removed from their home realms. where few things grow and even the bandits find little worth stealing. tying it in with other background choices. waiting to be uncovered. Technology. and the like are common threats. some more than others. 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. This material is intended as an aid to imagination and world building. but they can exploit it well. Perception. not a set of strictures upon it. even without power. Those who leave the badlands may do so because they are looking for an easier life. though there are plenty of humans and mutant animals who have found ways to build towns on stilts. NOMAD While many cultures wander a small area. Diplomacy SETTLED Settled cultures include Strongholds. and others whose skills are not limited to killing enemies or finding food. Tribes often have territories which they claim and will defend. though. but this is not an absolute. often acting as merchants or craftsmen. and it is within a Stronghold that there are many crafters. Streetwise. Associated Languages: Ancestral CULTURE The kind of social structure in which you grew up is a major factor on your life. Mutated humans are very common among nomads. Settled cultures have greater division of labor. As a result. 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. Associated Skills: History. Some border on being bandits or worse if the opportunity arises. a small group of people bound at least partially by blood and tradition. though many disagreed on what kind of disaster might befall them and how best to survive it. they are small groups of several families. and others were found long after the Cataclysm and usurped. Typically. a survivor of some raid or attack which killed all or most of the others. some containing the cracked and tumbling ruins of old cities. Vaults usually contained residual power. Depending on the situation. and often a leadership which is not based on a direct relationship between the ruler and the ruled. others seemingly free of any taint of the world that was.CHARACTER BACKGROUNDS 57 STRONGHOLD Islands of civilization are rare. Most failed utterly. served to hold some survivors. Associated Skills: Athletics.RACES . as they are often rejected by communities of the Unchanged and lack the tight bonds of species found among the animal folk. The world has many swamps now. Swamp folk are often reptilian or amphibian. SWAMP The Cataclysm warped the very Earth. many different complexes were built in which to wait out the unknown. Streetwise TRIBAL The most common type of social organization is the tribe. 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. while others are more-or-less honest traders. hunting and gathering. Those who leave the Vaults may be scouts for a community seeking to know the nature of the world (in such cases. selling services to whomever needs them. and shallow seas were lifted up. moving across vast stretches of the changed land. VAULT The Ancestors feared disaster. Strongholders see themselves as the guardians of the old world or the shapers of the new. the character is likely to be an unchanged human). scholars. Associated Skills: History. or simply someone tired of the constrained life of ritual and rules and eager to have more freedom. the following broad categories cover most of those found on Earth Delta. They have seen much of the world and can benefit from that knowledge. While there are hundreds of different ways of organizing society. Associated Skills: Bluff. Most Strongholders are unchanged humans or mutant humans. Nature. coastal regions cracked and sank. . Associated Skills: Bluff. Technology. and were generally hidden and secure. or ply the waters on flat-bottomed boats. or violently xenophobic. the nomad cultures live by travelling and trading. settled cultures can be extremely cosmopolitan and open. and can form alliances with other bands on as-needed basis. but they do exist. small enough that everyone knows everyone else's name and business. A few. Perception HEIRS OF LUDD If you're still an active cult member. Technology . History GREEN REVOLUTION As Saruman learned. or prefer more. Members of the Beast Legion are found everywhere. If you're determined to be the wacky one. Heal TURING'S CHILDREN "Three laws? Yeah. Associated Skills: Bluff. whether its Roman Legionnaire. Associated Skills: Endurance. A few are just sane enough to want to get paid to kill people. you may be an exmember. Pick a historical figure. Associated Skills: Insight. the proud. simpler. you don't piss off the trees. and this may be a dark secret or an open fact. unless their knowledge of history is very good. and try to embody them. this is for you. and you will be unlikely to be comfortable around anyone using anything beyond it. If you now oppose the Beast Legion. the meatbag shuts up and does what it's told.. your willingness to tolerate non-plants is based on how distant you are from the most extreme elements of the Cult. yes. who brought justice to the Old West and shot down the Joker at the Gotham Corral. Associated Skills: Diplomacy. wise one. Associated Skills: Dungeoneering. Nature NEW DAWN The few. shaman.) If you are still part of the cult. active New Dawn members are still struggling to make the world a better place. and usually flee while they can. Associated Skills: Nature. Nature CULT You were raised or grew up in one of the Cataclysm Cults (see page Error! Bookmark not defined. the hopelessly idealistic.. Intimidation BEAST LEGION You can be an ex-recruit. though Cults will always be an associated skill.. or the meatbag dies. they may be traumatized by the things they've done. a spy or scout. If you are still a cult member. If you left the cult. while ex-members have probably sunken into cynical despair. or John "Batman" Wayne. how much do you truly support their goals? Benefits depend on the Cult chosen. Come to think of it.RACES . Of course. If they have any vague hint of a conscience. ancient goddess of sex and music. Depending on the campaign and your choices. have you "gone native" and turned into a technofiend. presumably one accepting of your kind. you uppity lump of walking coal? Good. ANNIHILATION ARMY While it seems impossible.) . instead of doing it for free.CHARACTER BACKGROUNDS 58 Tribal leadership is usually a chief. even if you're undercover.. If you have left the cult. you should decide just what the limits of "allowed" technology are in your worldview. you take yourself very seriously. direct.. The First Law is. or still actively working for them. or a proud soldier. a very rare few members of this cult spontaneously snap back to something resembling sanity. You probably have a favored uniform or style. that's the only law. Perhaps you style yourself after Marilyn Monroe Manson. tools? Associated Skills: History. or two. so does everyone else. Does that 'compute'. was it on good terms? (It usually isn't. and for the most part. or other highly charismatic individual who acquired his position by strength or popular acclaim. You may have decided that the walking meat has its uses. If you're not in the cult. or that darn old obedience circuit kicked in and you just can't get it to kick out again. Redcoat. Endurance CULTS OF CELEBRITY Ah." Or perhaps you've decided that peace with the fleshlings is superior. means of building a better world. the choice for fishmalks of all ages.. how do you currently feel about unchanged or mutant humans? Associated Skills: Athletics. you may still have issues with non-vegetable life. or do you still prefer that life be lived with fewer. or perhaps you're just figuring out the best way to make hamburger. or WW1 Doughboy. to be fair. BRIGAND You want stuff. pirate. Associated Skills: Insight. 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. Laborers include farmers. playing active members of this Cult means either all the PCs are in on it. Associated Skills: Nature.. miners.. cloth which keeps you warm in the winter and weighs next to nothing. and the like. or an independent. and there's no shortage of war in Earth Delta. did I say 'or'? I meant 'and'" groups. Did you find anything you wanted to take. A lot of laborers dream of a life of adventure on the open road. Other people have stuff. repairing old machinery. sometimes indistinguishable from it. forging tools. may have taken from other folk). Really. military scouts. metals no one can imagine making. Thievery LABORER Someone's got to do the heavy lifting. and anyone else whose job mostly requires a strong back and an ability to obey orders without mouthing off so much you get killed. Bandit.CHARACTER BACKGROUNDS 59 ORDER OF THE CLEANSING FLAME If you want to play an active member of this group. You may have been part of a group of such working for a community. guardsmen. before you started killing things and taking their stuff. Adventurers from this background are sometimes the sole survivors of their unit. hell. galley slaves. or did you fight them? Associated Skills: Dungeoneering. The hard world of Earth Delta leads many to forego any pretense of "civilized" behavior -. What did you do? Why did you stop? Did you pick up any useful tidbits of knowledge? Associated Skills: Athletics. most of those who try end up being someone's dinner. armor. Or. Adventuring is a lot like banditry. raider.. what did "civilization" do but bring the world to ruin? -. you learned some other way to get through life.. Do you regret anything you've done? Did you decide to reform your ways. and all that's required is someone dumb brave enough to go and get it! You spent your formative years going through the ruins. As with the other "Our way or you get killed? Wait. Endurance SOLDIER Where there's war. one who may still have "issues" with mutants but doesn't scream "Purify the unclean!" every time he sees someone with one too many eyes. or you need to be a very cunning and devious roleplayer.after all. there's warriors. There's a simple solution to this problem. there's a lot of different words for those who take what others find or produce (or. It's unlikely you went to Adventurer's School. Technology EXPLORER There's gold in the rubble. cutthroat.RACES . and bringing back whatever you thought you could trade or sell.and simply take what they want by force. or a million other things. any Warhammer 40K novel. like Turing's Children or the Green Revolution. or other unsavory sorts. town militia. member of what few small militaries exist. workers in whatever industries exist. ratmen. carving wood. or do you just consider adventuring to be "more of the same"? Is there anything you won't do. dodging all the other scavengers and seekers. but you learned a few things. which might be tanning hides. You probably won't be doing too much of that now. strange miraculous tools and toys. go pick up Norman Spinrad's "The Iron Dream". and so a fair number of "adventurers" come from this background. making candles. but couldn't? Did some bandit gang rob you of your biggest haul? Did you ever help bandits. and weapons. if you want something which someone else has? Associated Skills: Intimidate. or possibly they deserted for . Intimidate OCCUPATION Everyone's got to pay the bills somehow. Soldiers include mercenaries. it's best to play an exmember. Perhaps you'll succeed. perhaps not as an equal. wise. or perhaps you were sent out on some mission. for whatever reason. fairly recently. 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 you have emerged into a world which looks nothing like the one you remember. Maintenance connection failed. if so. Associated Skills: Athletics. and each has many variants within itself. Hey. or it may be the only thing they can take pleasure in. and constant battle. A few of the larger Strongholds border on being true city-states. You may have had some time to update yourself on the basics. RUSTY RELIC You may not actually rust -. All connections failed. STRONGHOLD TREASURE For as long as you care to remember. Unlike many others of your . Check with the DM. They may be sick of war. locked in a low-power sleep in some secure location. Yet.well over two centuries. for game purposes. 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. AWAKENED "Bleep! Dormancy period terminated. You've been clanking along since the Cataclysm. Command connection failed.. doing your job and being treated well enough. Connecting to central time server. or powerful than some acid-spitting rabbit straight out of the hutch. you've gone adventuring -. but have forgotten? Associated Skills: Dungeoneering. and the Stronghold was happy to have you shaping metal into useful tools or maintaining what little technology they had. Activation signal received. Technology. new centers of trade as civilization begins to reassert itself. Now. thanks to personal and heritage mutations. But you sure look and feel rusty. You are probably an industrial or service model. they begin no more skilled. History RACIAL . will you return to it? Associated Skills: Diplomacy. but didn't hinder you or challenge you.odds are. which may make some of these backgrounds inapplicable or require modification. so a lot of the past is a big blur. wait a minute.perhaps the Stronghold was overrun and you've escaped. There are some broad common backgrounds which apply to many different species. and before. Then something woke you up. and repair has left you with so many replacement parts you're no longer sure if any of your original components remain. Insight RACIAL . Some campaigns may have different roles or expectations for mutant animals. COSMOPOLITAN While mixed communities are rare in Earth Delta. Class-3 error: Chronosync update failure. Your basic programming was enough to get you through the day. you're not made of any ferrous metal.RACES .ROBOT Robots are one of the more intriguing races from a roleplaying perspective.CHARACTER BACKGROUNDS 60 good reasons or bad. Did the Stronghold treat you as a person. most of them are going to be pretty darn old -. and. connection failed.. didn't this building used to have a roof?" You have spent the last several centuries in hibernation. you've lived and worked in a Stronghold.. they do exist.. but not as a simple tool or piece of gear. and you've had to constantly purge your memory to keep it functioning. 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. Technology. a tool. Barring an unusual campaign setting or background.MUTANT ANIMAL There are many different species of mutant animal. struggle. and the changed world was a constant threat lurking outside. but the scope of the change is immense. by a natural disaster or by a hostile attack..CHARACTER BACKGROUNDS 61 kind. not what your ancestors were. Your people may have been destroyed or scattered. Nature. or do you think them utterly foolish? How did you survive during your time alone. or you may be alone (or think you are. neither does accepting or understanding the strange and arbitrary rules of "civilized" beings. or do you react strongly to the smallest insult about your heritage? Do you seek to downplay or ignore your bestial heritage. You may be on a quest to find something for your people. You had no pack or family or community. you've left your pack and gone adventuring. you've spent most or all of your life mixing fairly peacefully with humans... though. You are a being of instincts and reactions more than careful thoughts. you may choose to take a +2 racial bonus to Intimidate checks and a -2 penalty to Diplomacy checks. try to uplift them. a nomadic tribe of 10-50 individuals. or do you just recognize their usefulness? If your original pack is still intact or known to you. or do you consider your animal nature a part of you and refuse to deny your heritage? Associated Skills: Diplomacy. and even if you've faced some degree of bigotry and hostility. 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 a small village or settlement (about 50-100 beings). This may have been a large extended family. being.was very limited until recently. a sentient being born among mere animals. Perception. plants.or not? Are you inclined to leap into danger. Your adventuring party serves now as a "substitute pack". Your contact with other thinking beings -at least. You consider yourself fairly sophisticated and educated. How do you feel about more "primitive" mutant animals? Do you pity them.). claws out. The pack may have been peaceful or violent (depending on the kind of animal you are). though you have the potential to become anything you choose.. or sent to explore and scout for new lands. but you grew up mostly alone and in the deadly wilds. or possibly a mix of allied species. where your intelligence was directly applied to raw survival and low cunning..RACES . It may have been entirely composed of your species. non-hostile contact -. other breeds of sapient animal.. why have you left them. robots. Technology FERAL You are a self-aware. tool-using. and can you return freely? Associated Skills: Insight. except perhaps in vague memories of your earliest youth. How do you feel about that? Do you welcome them as true comrades. and what things did you do that you might now regret -. 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. and other forms of intelligence. and may have been allied with other groups or alone in a sea of enemies (or victims. PACK You grew up primarily around others of your own kind. There may be other survivors you know of. a new community for you to belong to. For whatever reason. or do you want to hide in the darkness until the threat passes? Associated Skills: Nature. Where you a freak birth. Trust does not come easily. or was your pack or community slaughtered while you were very young? Do you wish to imitate the ways of more "cultured" folk. . Option: Instead of an associated skill. biological adaptations that grant special powers. HERITAGE MUTATIONS Heritage mutations are the inherent traits the character has had since birth. see the specific types for exceptions. MUTATION CATEGORIES Mutations come in three distinct types. They generally don't scale directly with level. and some are decidedly negative. you have amazing abilities which aid in your struggle to survive. things he was born with. There are some which have associated feats that can enhance them. It also covers power for robots. called Functional Enhancements and Specialized Gear. and often offer enhancements to defenses or attacks. remember Racial bonuses do not stack. a quickvine plantman. as well as unique properties or powers. Also. Unlike personal or bloodline mutations. It assumed that the mutations are applied to a basically humanoid figure of medium size with the usual arrangement of limbs and senses. but sometimes offer painful hindrances. Number of Mutations of a given type Cost First As listed . Personal Mutations are somewhat more powerful. gains no benefit from harmonious subsonics. and replace class powers. They are generally of little power and grant small benefits in some areas or a minor encounter power. they rarely scale with level and do not provide enhancement bonuses. (Thus. Bloodline Mutations are unlocked via a feat.MUTATIONS AND MACHINERY . you begin as a human-sized and shaped frog or elephant with no special traits unless mentioned in the racial description. You may also choose one detrimental mutation. ) MUTATION COST Each mutation has a cost. Unless otherwise noted.INTRODUCTION 62 Mutations And Machinery Whether a robotic relic from the past or a creation of the cataclysm. Taking more than one mutation of given type usually increases the cost of the mutation. no mutation can be taken more than once. alliteration. but many come in stages. These usually scale with level to a varying degree. Even when creating a mutant frog or elephant. which has a negative cost. INTRODUCTION This chapter details mutations. allowing a character to 'upgrade' as they advance. Your race determines how many points you get to spend. Many bonuses granted by heritage mutations are Racial. They are widely varied in utility. They very rarely scale with level. this gives you more points to spend. Heritage Mutations are innate properties of the mutant. who already has a +2 racial bonus to Diplomacy. below) Only 3 mutations of a given type may be purchased 63 MUTATION TYPES Each mutation also has a type.HERITAGE MUTATIONS Second Third Fourth +1 to cost (See Skill and Utility. Offensive: According to the Order Of The Cleansing Flame. often not directly related to combat. . You are only allowed one defect. You may still not have more than three skill mutations. +2 to all defenses against ingested poisons. BENEFICIAL HERITAGE MUTATIONS Mutation Accelerated Reactions Acid-Pit Alpha State Blood Filters Blood Scent Chameleon Skin Cold Adaption Crystalline Skin Double Heart Durability Efficient Lungs Elongated Fingers Energy Blast Energy Burst Extra Arm Eyes Of The Hawk Eyestalks Fruiting Cost Type 2 Constant Defense 1 Utility 1 1 2 1 2 2 2 2 1 1 4 4 1 2 1 2 Utility Resistance Offensive Skill Resistance Resistance Constant Defense Utility Skill Skill Weapon Weapon Utility Combat Utility Utility Description +1 racial bonus to Reflex Can survive off any organic material. Resistance: Resistance mutations provide resistance to various damage types. all at the listed cost. Defect: Defects are mutations which hinder. but we tend not to listen to them. You may have up to three Utility mutations. Weapon: Weapon mutations provide access to natural weapons and other attack powers. such as "+1 to Armor Class". Gain an extra hand which can hold small items but not weapons. all mutations are offensive. such as "Against opportunity attacks" or "When bloodied". it also affects cost. Constant Defense: Constant Defense mutations provide an "always on" bonus to defense. below) +2 to cost (See Skill and Utility. An offensive mutation is used in combat and usually grants bonuses to attacks and damage. Trance 4 hours instead of sleeping +5 to saving throws against poison +1 racial bonus on attacks against a bloodied enemy. Create a burst of energy. Conditional Defense: Conditional Defense mutations are those which provide a bonus to defense under specific conditions. rather than help. Movement: Movement mutations provide bonuses to speed or unusual movement powers. Reroll an attack roll 1/encounter See around corners Produce organic products which can benefit your allies. Skill: Skill mutations provide bonuses to skills. Utility: Utility mutations provide useful abilities.MUTATIONS AND MACHINERY . +2 racial bonus to Stealth Resist (cold) 5+1/2 level Resist (acid) 5+1/2 level +1 racial bonus to Fortitude Add Constitution modifier to healing surge value +2 racial bonus to Endurance +2 racial bonus to Thievery Create a blast of energy. You may have two skill mutations before incurring any increases to cost. The type of mutation gives a rough idea what it's used for. Send and receive thoughts from allies +2 racial bonus to Intimidate Aware of nearby invisible creatures Teleport 5 squares 1/encounter 2 Offensive Var. +2 racial bonus to AC against opportunity attacks. 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. Deal damage when grabbed +2 racial bonus to Insight if you have LOS to target. +5 to saves against blindness. You are very hard to move.MUTATIONS AND MACHINERY . Ignore the first 10 feet of falling damage. You gain natural weapons. 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 . may grab light objects in adjacent squares as a minor action. 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. limited flight 1/encounter +2 racial bonus to Diplomacy +2 racial bonus to Perception +5 to any saves against fear Project small images. Weapon Var. +2 racial bonus to some climb checks.HERITAGE MUTATIONS Fugue Shift Gills Gliding wings Harmonious Subsonics Heightened Senses Hyperadrenaline Illusions Increased Density Inhuman Thoughts Internal Harmonies Lead Lined Leaping Legs Leathery Hide Long Legs Mind-Numbing Musk Mutant Fury Natural Armor Natural Weapons Night Eyes Nonconductive Flesh Perfect Balance Pheromone Aura Polarizing Eyes Prehensile Limb Psychic Combat Sense Racial Memory Scaly Hide Secondary Lobe Sense Life Force Shared Senses Skittering Feet Spiny Flesh Surface Scan Telepathy Terrifying Visage Vibration Sensitivity Warp Table 1 Beneficial Heritage Mutations 64 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. +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. this ability is not hindered by wearing armor. 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. It's just not the same. but you do get a +1 to your Fortitude defense. or just a superheated metabolism -. Cost: 2 Acid-Pit (Utility) Benefit: You can live off almost any sort of organic offal. perhaps not. you gain +5. Regardless. is it? Cost:2 .you simply don't feel the cold. accompanied by hot chicks. Cost: 1 Blood Filters (Resistance) Benefit: You have the kidney and liver of Keith Richards. you gain resist (acid) 5 +1/2 your level. your skin can shift color. or perhaps you just have a very alien organic chemistry. Go figure. When you attack a bloodied foe. you gain a +1 racial bonus to your attack check. though. Cost: 1 Cold Adaptation (Resistance) Benefit: Heavy fur. letting you fade into the background. Cost: 2 Double Heart (Constant Defense) Benefit: You travel through time and space in a blue police box. Crystalline Skin (Resistance) Benefit: Your skin is coated with a sheen of hard ceramic. You can still only take one such rest every 24 hours. a layer of blubber. Cost: 2 points. In addition to keeping food budgets low. Cost: 2 Chameleon Skin (Skill) Benefit: At your command. you have a +2 racial bonus to defense against any ingested poisons and a +4 to Endurance checks made to resist disease. giving you a +1 racial bonus to Reflex Defense.HERITAGE MUTATIONS 65 BENEFICIAL HERITAGE MUTATION DESCRIPTIONS Accelerated Reactions (Constant Defense) Benefit: You have exceptional reactions and extremely efficient neural connections. You gain a +2 racial bonus to Stealth checks.MUTATIONS AND MACHINERY . Cost:1 Blood Scent (Offensive) Benefit: Predatory instincts loom large in you. and you have your full Perception while in this state. Looks like you're "Captain Stuck-on-Guard Duty". Any time you must save against ongoing poison damage. OK. Gain Resist Cold 5+1/2 level. For reasons unknown to all but the gods of game balance. You gain a +2 racial bonus to Thievery checks. You gain the following power: Energy Blast You can manifest a blast of powerful energy. Energy Burst (Weapon) Benefit: More-or-less exactly the same as Energy Blast. Hit: 1d6+Damage Attribute Modifier. Cold. Cost: 3 Special: This power does not count as a Natural Weapon.MUTATIONS AND MACHINERY . Every edge helps. Psychic. perhaps even ever-wriggling tentacles or cilia. Blight. Lightning. 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 Table 2 Energy Blast attack and damage attributes. but you get a Close Burst 1. Defense Attribute. Fire. You may also choose an additional damage type: Type Attack Attribute Defense Damage Attribute . Poison. and an additional +2 (total +4) on checks specifically to avoid drowning. Poison. or Thunder) Minor Action Close Blast 3 Targets: All creatures in area. Radiant. keeping you going when others drop behind. Increase to 2d6 at 11th level and 3d6 at 21st level. Fire. Cold. Minor improvements to many organs and perhaps a hint of regeneration allows you to increase your Healing Surge value by your Constitution modifier. Each type has a different attack attribute and damage attribute. Attack: Attack Attribute+2 vs. Cost: 2 Efficient Lungs (Skill) Benefit: Your lungs can suck every ounce of oxygen out of the air. Lightning. Atomic. Radiant. Cost: 1 Energy Blast (Weapon) Benefit: You can generate a blast of energy. instead. Mutant Racial Power Encounter (Acid. Increase to +4 at 11th level and +6 at 21st level. Blight. Cost: 1 Elongated Fingers (Skill) Benefit: You have very long and agile fingers. Psychic. +2 racial bonus to Endurance. Atomic.HERITAGE MUTATIONS Durability (Utility) 66 Benefit: It's a tough world out there. Thunder. Choose one type: Acid. . even if it's worse. sharp bony growths. Once per encounter. You must use the new result. but we'll discuss that later. or whatever.for example. you may reroll an attack roll you don't like.. Eating any fruit is a minor action. you realize you're off-target and adjust your aim... Ray.. Fruit Antivenom Energizing Lazarus Nourishing Effect Immediately make a save against any ongoing poison damage. A character may benefit from only one fruit per encounter. and you don't like it. When you take this mutation. you could switch between two-weapon fighting and 'sword and board' very easily. once per turn -. or two healing surges to create three. drinkable secretions. Cost: 3 Special: This power does not count as a Natural Weapon. or hold a consumable potion or item where it's easily accessible. you may decide what sort of fruit you produce. it allows access to a paragon path in the forthcoming "Earth Delta Book Of Erotic Mutations". you may force an enemy to reroll an attack. Mmm.HERITAGE MUTATIONS Weapon Dexterity Table 3 Energy Burst additional damage type 67 Armor Class Strength This option represents spiny quills. Note that "fruit" can include fungal growths.. Cost: 2 Eyestalks (Utility) Benefit: Your eyes. you can expend a healing surge to create one such item. Extra Arm (Utility) Benefit: You have an additional arm (or tentacle. Cost: 2 Fruiting (Utility) Benefit: While it is generally recommended that this mutation be limited to plantoids. Cost: 1 Eyes Of The Hawk (Combat) Benefit: Just before you strike.. Your body produces one of a variety of useful. So. nothing in the rules enforces this. Gain a +2 bonus on all death saving throws for the remainder of the day. products. or just about any other type of natural weapon one can reasonably assault everyone around you with. In essence. Lastly.MUTATIONS AND MACHINERY . you can place your point of view in any adjacent square which a Tiny character could conceivably reach. it can hold a small item which can be swapped to one of your main arms as a free action. . edible chunks of flesh. can extend slightly from your head.. You can also cheat very well at poker.. It cannot be eaten by the producer. sensory organs!. allowing you to make Perception checks around corners and through some types of cover and obstacles ( DMs discretion here). Gain a +2 bonus to Speed for your next move action before the end of your next turn. or branch. secretions.. This fruit provides all the food and water you need for a single day. it ends with you getting a sword through your guts.) 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. After an extended rest. Once per encounter. or possibly other organs. and other organic products. even if it's a critical hit. which will retain their potency for 24 hours. edible. You must take the results of the second roll. as Londo Mollari demonstrated... Cost: 1 Fugue Shift (Combat) Benefit: You've seen the future. you change it. They don't answer you or understand you.) Cost: 1 . giving you a +2 racial bonus to Diplomacy checks.HERITAGE MUTATIONS Vitality Table 4 Fruit Effects 68 Gain temporary hit points equal to 5+1/2 the level of the producer. Cost: 1 Illusions (Utility) Benefit: You can project small images. Limited Flight Heritage Mutation Power With tremendous effort. Cost: 2 Harmonious Subsonics (Skill) Benefit: Your body produces soothing vibrations which calm everyone around you. of course. Encounter Move Action Effect: You may fly up to your speed. If you do so. you gain the Limited Flight power. You do not need to make athletics checks to fish. or at least not fall quite as fast as a rock. or simply entertain the patrons at a local tavern. you may use these illusions. Cost: 1 Hyperadrenaline (Resistance) Benefit: When combat starts. you hurl yourself skyward and hope you can find a place to land before it's too late. at the DM's discretion. These are obviously false if inspected closely. You can also talk to fish.MUTATIONS AND MACHINERY . You ignore the first ten feet of distance when falling. and you do not fall at the end of this move. Nothing is going to keep you from the fray. provide a brief distraction.. Diplomacy. but may fool someone for a moment. Your range is a close burst 3. In addition. to get a +2 racial bonus to Bluff. and the images can be of no more than tiny size and do not cast light. you can spend a healing surge at the end of your move action. Cost: 2 Gills (Utility) Benefit:You gain the Aquatic keyword. Cost: 1 Heightened Senses (Skill) What big eyes you have! Or ears. Some or all of your sensory organs are notably enhanced.. the power persists for an additional turn. (A particularly clever and fitting use may grant a bonus to other skills. or nose. allowing you to breathe underwater. or Intimidate checks. you get a rush that is almost beyond belief. granting you a +2 racial bonus to Perception checks. where appropriate ( ). Once per encounter or per skill challenge. or you fall. but you can talk to them all you like. You gain a +5 to save against any ongoing effects with the Fear keyword. Cost: 1 Gliding Wings (Movement) Benefit: You can soar like the birds. You must land at the end of this move. especially not something as stupid as a "survival instinct". Sustain Healing: As a free action. You are proficient in this weapon.". Cost: 2 Natural Weapon (Weapon) Benefit: You gain a natural weapon. are distinctly oversized. Your body is incredibly resistant to radiation. otherwise known as "Dude. 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. that kills as soon as you draw near. .HERITAGE MUTATIONS Increased Density (Utility) 69 Benefit:You are incredibly dense. but actually sprained. Cost: 2 Inhuman Thoughts (Resistance) Benefit: Your mind is not merely twisted. carrying you along the ground at a fair clip.MUTATIONS AND MACHINERY . letting you spring into action with vigor. like. These may cost 1 point or more. now you're going to hurt them. You gain a +1 racial bonus to Speed. you gain a +1 racial bonus to attack rolls. gaining a +2 racial bonus to Bluff. Gain Thunder Resistance of 5+1/2 level. You don't believe it. you instinctively mimic body language. Full details are on page 77. You are a consummate liar. or you emit hypnotic vibrations.. The chaotic mess of neurons you call a brain is simply too weird for many powers to affect properly. you're putting off all these negative vibes and totally harshing my buzz. or other organs of mobility. or perhaps your feet emit adhesive goo. you may have subconscious telekinesis that keeps you grounded. giving you Atomic Resistance of 5+1/2 level. It's said that the Change comes carried on Light That Cannot Be Seen. Turns out you were right and they were wrong. When you are bloodied. Cost: 2 Internal Harmonies (Resistance) Benefit: You can set up vibrations which counter those of others. It's said there is Invisible Death in the world.. Cost: 1 Mutant Fury (Offensive) Benefit: Someone hurt you. Cost:2 Long Legs (Movement) Benefit: Your legs. Cost: 2 Lead Lined (Resistance) Benefit: It's said that the world ended in the Rain Of Colorless Fire. Alternatively. Alternatively. Cost: 2 Leaping Legs (Skill) Benefit: Your legs are powerfully muscled and can take you far. You reduce all forced movement you suffer by 1 square. What else did they lie to you about? Gain Fire Resistance of 5+1/2 level. You gain a +5 racial bonus to all Athletics checks made to jump. Cost:2 Mind-Numbing Musk (Skill) Benefit: You just smell good. Gain Psychic Resistance of 5+1/2level. this may include a lot of people carving their initials in you. which grants you an Armor Bonus to your AC. When your are blinded by an effect which a save can end. Cost:2 Perfect Balance (Skill) Benefit: Superior inner-ear development or some other function has enhanced your ability to tell 'up' from 'down'. or something.are well protected against damage. or grounds. You also gain a +1 racial bonus to Perception checks. For mutant plants. 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. you always know when to duck. Pick a type of natural armor from page 79. For mutant animals. You gain low-light vision. This has a variable base cost. You gain Lightning Resistance of 5+1/2 level. Cost: 2 Nonconductive Flesh (Resistance) Benefit: Your body is made of something which resists. If you take "third arm" as well as this mutation. You gain a +2 racial bonus to Armor Class against opportunity attacks. or a trunk. or any other iconic night-dwelling predator. You gain a +2 racial bonus on History checks. Cost: 1 Prehensile Limb (Utility) Benefit: You have a long and flexible tail. Cost: 2 Racial Memory (Skill) Benefit: You have flashes of the lives of your ancestors. or tentacles growing from your chest. they can be the same limb or two different limbs. You gain a +2 racial bonus to Acrobatics checks. or an owl. Cost: 1 Psychic Combat Sense (Conditional Defense) Benefit: When moving. you get +5 on that save. this may include a lot of time spent in zoos. Cost: 1 Polarizing Eyes (Resistance) Benefit: Your eyes -. Cost:1 . lightning. All allies within 10 squares of you gain a +1 racial bonus to Diplomacy checks. or a hawk. and they like anyone you like.MUTATIONS AND MACHINERY .HERITAGE MUTATIONS Natural Armor (Constant Defense) 70 Benefit: You gain natural armor. Night Eyes (Utility) Benefit: You have the eyes of a cat. Cost: 1 Pheromone Aura (Utility) Everyone around you likes you.or whatever you use for vision -. You gain a +2 racial bonus to Athletics checks made for climbing. you get a +1 racial bonus to Armor Class. leathery skin. You gain a +2 racial bonus on Heal checks. Cost: 2 Skittering Feet (Movement) Benefit: Your feet are exceptionally well suited to moving over irregular surfaces. All allies within 5 squares of you gain +1 to Perception checks. This does not apply when you initiate the grab against someone else. A target can shut you out as a free action. Cost: 1 Terrifying Visage (Skill) Benefit: Perhaps your mutated features are especially hideous.thus. 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 can't look for hidden beings. for purposes of determining what can be communicated during a combat round." Targets can respond if they wish. Cost: 1 Surface Scan (Skill) Benefit: You can sense the echoes of thoughts bubbling along people's brains. Cost: 2 Sense Life Force (Skill) Benefit: You can feel the aura and energy of a person. a little of what you see. Telepathic communication takes as long as speech does. So long as you have line of sight to a target.HERITAGE MUTATIONS Scaly Hide (Constant Defense) 71 Benefit: You have some form of powerful natural defense -. hear. or perhaps something about you just hits straight at the hindbrain of your enemies. but you only hear thoughts they choose to send back to you. "Fred the Laser Eyed Grizzly Bear". you may have good balance. "Anyone in the room. What matter is. though you must share a language. without needing line of sight. You cannot gain any information about your targets. or even telekinetically adjust terrain as you travel across it.scaly hide. small quills. You gain a +1 racial bonus to your Will defense. but stacks with it. or perhaps an energized aura. You ignore difficult terrain when shifting. the enemy takes 1d4 points of damage each round he holds on. though:"All of my allies". Cost:1 Shared Senses (Utility) Benefit: Somehow. armor plates. You can choose who you send to. Alternatively. Cost: 2 Spiny Flesh (Offensive) Your skin is covered with thorns. letting you see where they are injured and how effective a treatment is. You gain a +2 racial bonus on Intimidate checks. and with any other armor you might wear. Please note this differs from the natural armor mutation. When you are grabbed.MUTATIONS AND MACHINERY . you gain a +2 bonus on Insight checks. . Cost: 1 Telepathy (Utility) Benefit: You can speak telepathically to creatures within 10 squares. or even know if they are 'hearing' you or not -. and feel is transmitted to those nearby. something. increasing to 2d4 at 11th level and 4d4 at 21st level. if someone decides to be clever and takes Long Legs and Malformed Limbs.HERITAGE MUTATIONS Cost: 1 Vibration Sensitivity (Conditional Defense) 72 Benefit: A single footfall. Difficulty fighting in normal light Lowered defenses while cold. DETRIMENTAL MUTATION TABLE Mutation Altered Sensory Emplacement Bleeder Brittle Bones Cave Eyes Cold Blooded Delicate Metabolism Cost -2 -1 -1 -2 -1 -1 Description Reduced Perception Reduced save against ongoing damage. While the DM should be wary of any combination which might grant a benefit outweighing the drawback and still leave a surplus of points. it may seem odd that someone might have Brittle Bones and Thick Hide.MUTATIONS AND MACHINERY . Cost: 4 Mutant Racial Power DETRIMENTAL HERITAGE MUTATIONS Not every mutation is helpful. turning here to there with the idlest of thoughts. Likewise. though it is recommended that no more than a total of -3 points be permitted to accrue from this. they don't end up at +0 speed. they end up at -1 speed. A mutant is free to select a single detrimental mutation. Warp (Movement) Benefit: Space and time are pathetic delusions. which gives him additional points to spend on beneficial mutations. 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. no matter how light. any situation where Fear Reaction comes into play utterly and totally negate Mutant Fury. a mutant may have Altered Sensory Emplacement (which reduces his Perception) and Shared Senses (which increases his allies' Perception). Mutations do not count as conflicting unless they affect the same mechanic at the same time. the detrimental one applies in full and the other does not. For example. Warp With a flicker of your mind. Invisible or concealed creatures adjacent to you do not gain combat advantage against you. Likewise. 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). Cost: 3. CONFLICTING MUTATIONS If two mutations would come into play at the same time. man. Encounter Move Action Effect: You teleport up to 5 squares. there becomes here. does it hurt when you are). Vulnerability to weapon attacks. You gain the racial power of Warp. is all you need to know where your enemy is. For example. You can psychically step between and across reality. . but one affects damage rolls and one armor class (you are slightly harder to hit. but. Great difficulty adjusting to harsh environments. for the most part. often.MUTATIONS AND MACHINERY . -1 to Reflex Defense Healing Surge is smaller You are small. you still feel the pain. he may take this as "free points". Blight. you can't hear anything. or you take a Personal Mutation in that slot. Poor depth perception. -1 to all defenses when bloodied. delicate metabolism is an effective but not crippling weakness in a typical campaign which will involve a lot of wandering. It's better to just deny the disadvantage than to fudge things so it comes into play more often than might be expected. hand. I'm just rolling with it. Cold.. If you equip an item in your chosen slot. -1 to Fortitude Defense Strange visions when hit with attacks which target Will. Atomic.those are rules. Altered Sensory Emplacement (Defect) Detriment: You have eyes on your palms -. Speed reduced by 1 Reduced stealth checks for you and nearby allies. 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. One of the hardest things to do with this is to make sure that any detrimental mutations chosen will detriment. Even when the fire is out. class. foot. This means the only skill-based detriments are on skills everyone needs to roll. it makes figuring out what's going on more difficult. either -. Fire. or waist items (Choose one). You have a -2 to all Perception checks (because in 4e. Your nose sticks out of. Chose one of the following: Either a -1 to all saves against ongoing damage. If a player knows the campaign will be very locally focused and almost never require checks for wilderness damage. anyone who never plans on making a Thievery check will just get it and leave the pickpocketing to the mutant raccoon. your penalty to Perception increases to -3. things you never want to suck at even if they're not your specialty. folks. if that's the only effect. and given the extreme breadth of options available. Cost: -1 . Cost: -2 Bleeder (Defect) Detriment: You don't shake off effects as well as others. Lightning. Radiant. It means trying to find things which will hinder you regardless of race. and you have limited use of back. or feats. if you're blinded. It's very likely some players will find ways to take a detriment which rarely comes into play. -1 to Will Defense A few design notes here. let's just say you constantly pray for severe congestion. (That means.HERITAGE MUTATIONS Fear Reaction Fragile Body Structure Hallucinations Heightened Pain Insomnia Lingering Impact Malformed Limbs Noisy One Eye Parasitic Healing Poor Reactions Slow Healer Small Weak Minded Table 5 Detrimental Mutations 73 -2 -2 -1 -1 -1 -2 -2 -1 -1 -2 -2 -3 -2 -2 Fear of a particular creature type. as much fun as "Shaking hands: -2 to Thievery" might be. Poison. Your ears are on your kneecap. well. and if the damage does either or both. pick two. that's not easy.not your head. Some or all of your senses are shifted to inconvenient places.). Need longer extended rest. you suffer a -2 to your save): Acid. This means that. While in rare circumstances this might help.. or a -2 to all saves against ongoing damage with either of two of the following damage types. Drain allies healing surges. but that's up to you. For example. increasing to vulnerability 4 (ongoing damage) at 11th level and vulnerability 6 (ongoing damage) at 21st level. Cost: -1 Delicate Metabolism (Defect) Detriment: You are very susceptible to harsh weather. and a -2 if you are in bright light. increasing to Vulnerability 4 (melee) at 11th level Vulnerability 6 (melee) at 21st level. the only standard action you can take is total defense and you may not make attack rolls or take opportunity or immediate actions. Cost: -2 Hallucinations (Defect) Detriment: When you are critically hit by an attack which targets your Will defense. weak bones. or maybe your brain is just wired wrong. you suffer a -1 to all attack rolls if you are in normal light. Whenever you take ongoing cold damage. Yes. Animate. allergic reactions to common substances. poor digestion. you suffer a -2 penalty. In addition. and so on. but you've got way more hit points and otherwise the detriment becomes almost negligible at higher levels. Every injury is overwhelming. Pick one of the following keywords: Humanoid. you suffer a -2 to Reflex defense so long as the ongoing damage persists. so. Mutant (Magical) Beast. Cost: -1 Cave Eyes (Defect) Detriment: You are adapted to life in extreme darkness. Cost: -2 Cold Blooded (Defect) Detriment: Your metabolism does not adjust well to cold. If you or your party is in an environmental skill challenge. When you are scared. Beast. deal. Cost: -2 Fragile Body Structure (Defect) Detriment: A mixture of small mutations hinder your overall health. and easily splinter when hit. such as surviving a mountain pass. a 2-chamber heart.HERITAGE MUTATIONS Brittle Bones (Defect) 74 Detriment: Your bones are particularly thin. such as cold or heat.MUTATIONS AND MACHINERY . you are severely affected. Cost: -1 Heightened Pain (Defect) Detriment: Your nervous system is just too good. . While this grants you the benefit of darkvision. You are dazed. Any enemy who scores a critical hit against you may add 1d6 to the damage roll. This may include smaller lungs. that means you take more damage from a peasant with a pointy stick at 30th level than you do at 1st. you gain vulnerability 2 (ongoing damage). You may not voluntarily move so as to place yourself closer to a creature of this type. Save ends. you gain the scared condition (save ends). You gain Vulnerability 2 (melee). increasing to 2d6 for enemies of 11th level or higher and 3d6 for enemies of 21st level of higher. Cost:-1 Fear Reaction (Defect) Detriment: Something in your distant ancestry wanted to run and hide from predators. as you are imposing a burden on them. you suffer a -2 on all skill checks and impose a -1 on your fellow party member's skill checks. and the only action you can take is a basic attack against the nearest creature. Whenever you take a critical hit from an enemy of this type. Whenever you make Endurance checks to resist environmental damage. You suffer a -1 penalty to Fortitude defense. such as dazed.) Cost: -2 Poor Reactions (Defect) Detriment: Your body just doesn't move fast. Cost: -1 Lingering Impact (Defect) Detriment: When you succeed in saving against a condition other than ongoing damage. and minions have none. and does not regain the stolen surge until their next extended rest. or immobilized. you lack depth perception. Your internal reserves are always a quart low. like a mosquito. You need a full twelve hours of sleep to gain all the benefits from any Extended Rest. Your body emits sounds or flashes of light that make it very hard to be sneaky. Either way. (Remember that NPCs have only their tier in healing surges. you just can't keep on going as long as others can. The target of this must be either helpless or willing. material such as wood or strange flesh. and have a -1 to Armor Class and Reflex defense against attacks which originate more than 5 squares away. or a psychic leech.) You also have a -2 to all saves against any ongoing condition which causes blindness. and impose a -1 to the Stealth of any ally within 5 squares of you. This applies to all forms of movement you may have. You are at a -2 when making ranged attacks. are twisted. thick.HERITAGE MUTATIONS Cost: -2 Insomnia (Defect) 75 Detriment: Heightened senses. and small pains and minor wounds keep nagging at you long after others have moved on. and you may not take feats or mutations which increase this value. and weak. The effect does not need to be saved against again. deformed. Cost: -2 Slow Healer (Defect) Detriment: When push comes to shove. You suffer a -2 to Stealth checks. instead of all of them. you regain only half of your expended healing surges. Cost:-2 Malformed Limbs (Defect) Detriment: Your legs. If you have less than that. Your healing surge value is equal to one-fifth your hit points. You suffer a -1 racial penalty to Reflex Defense. it ends automatically at the end of the next turn following your successful save. you're mostly just trying to hit the right timezone. Cost: -1 One Eye (Defect) Detriment: Purple hair optional. or a body composed of dense. (With area attacks. This makes it hard to bring along a string of disposable lunch boxes. Cost: -3 . Cost:-2 Noisy (Defect) Detriment: You just can't help it. an accelerated nervous system. reducing your Speed by 1. not one-fourth.MUTATIONS AND MACHINERY . a problem with nerve conductivity. stunned. or psychic torment keep you from resting as well as you should. Cost: -1 Parasitic Healing (Defect) Detriment: You may be a literal parasite. With only a single orb. blinded. before an extended rest. or you regain only a single lost surge. This could be a mental issue. you are still subject to that condition for one more turn. or whatever you use to move. you must drain a healing surge from a creature of your level or higher. and most technological items. This makes it harder for you to wield large weapons. you are very easy to fool. require you to use two hands where others could use one. such as guns.MUTATIONS AND MACHINERY . or confuse. Cost: -2 Weak Minded (Defect) Benefit: Regardless of your intelligence. You suffer a -1 racial penalty to Will defense.HERITAGE MUTATIONS Small (Defect) 76 Detriment: You are small. These aren't the droids we're looking for. about the size of a human child. Cost: -2 . trick. Follow all the standard rules for small characters. He will automatically gain an enhancement bonus to attack and damage with it. (When the DM is figuring out treasure parcels. and teeth which they can use to fight with -. and choose to attack with either his longsword or his . 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.one on each hand. Many beasts still retain horns. that goes to the puny human. Other weapons. as well as potentially properties and powers. he must spend a minor action to adjust his fighting stance in order to take advantage of both claws. as well as having feats which can improve them or offer new abilities. as well as any properties or powers granted by his mutation. except that there is no need to "sheathe" one weapon to pick up an object.and many humans have developed such things. A mutant with claws is considered to have two identical "weapons" -. animal.NATURAL WEAPONS 77 NATURAL WEAPONS The survivors of the apocalypse have developed many ways of dealing with the world. A mutant can fight with a longsword in one hand and the other hand "empty". depending on the mutation chosen. Both mutant animals and mutant humans have access to natural weapons. Another minor action is required to regain the use of the mutation. they will not be finding the most powerful items for those slots. 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". All the normal rules apply. or plant who chooses a mutation for his Melee or ranged weapon slot is committing to primarily using that weapon to attack with.MUTATIONS AND MACHINERY . If has a shield-like mutation. tusks. he shouldn't give the guy with a bunch of claw-focused mutations a +4 monoedged blade. This deprives him of all shield bonuses. 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). with all that implies. 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. He may not use a shield or hold an object. as well. while useful. CLAWS The most common natural weapon for mutant humans and mutant animals is a pair of nasty claws or similar weapons. A mutant human. Since there are few other ways to enhance natural weapons over time. Natural weapons of various sorts feed into the power system. and if the DM is doing his job. Off Hand Light Blade. claws. 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.) Please note that you can have natural weapons as a heritage mutation without picking the melee weapon personal mutation slot. Any mutations the character has for his melee weapon slot apply to his secondary weapons by default. natural weapons with the off-hand property enable a character to wield a one-handed weapon. fangs. (If he wants to use the versatile property of the longsword. he may cryokinetically chill a distant foe. It is much harder to use these weapons in regular melee combat. with all that implies -. thorns. and so on. or an axe. the default claws. or other hand-based weapons. but this consumes an additional mutation slot from his five possible. mutation to apply to secondary weapons (if he has both claws and a secondary weapon).using one provokes opportunity attacks. and focusing the energy. Horns.iii Quills can be used as a melee weapon or a ranged weapon. if he wishes to use the versatile property of his claws. These weapons are much more limited if used as primary weapons. different.MUTATIONS AND MACHINERY . in one hand and have full use of their natural weapon as an "off-hand" weapon. default plantmen) have basically claws. he can do so freely.NATURAL WEAPONS 78 claws as he sees fit. These weapons can generally only be used for basic melee attacks. and the like are not versatile and agile enough to replace a longsword.) Light Blade: Weapons with this property are considered to be light blades for purposes of powers which require a light blade. They are all designed. ripping teeth. Power bolts can be used for non-basic attacks which require a ranged weapon. he may have eyes that blaze with laser vision. These recover after an extended rest. heavy horns.this is a gathering of mental or physical reserves. . however. as they involve odd postures or getting in too close to an enemy. such as a sword or pistol. A mutant with Power Bolts may spit gobs of acid. POWER BOLTS Power Bolts represent a wide range of possible ranged attacks. mutant animals. to create interesting ways to supplement or enhance other attacks. provided no specific ranged weapon is needed. and it's recommended that this not be the case. concentrating. He is allowed to choose a second. Off Hand: While it's assumed that claws are on "both hands". A character has 10 ranged quill attacks per day. Power bolts cannot run out of ammunition. though they are not useless. SECONDARY NATURAL WEAPONS Weapon Fangs/Beak Large Fangs Thick Horns Antlers Stinger Clubtail Quills Prof. or in place of. a mace. he must drop or sheathe the longsword. +3 +2 +3 +2 +2 +3 +3 Damage 1d6 1d6 1d4 1d6 1d6 1d6 1d4 Group Teeth Teeth Horns Horns Lashing Lashing Ranged Properties High Crit Brutal 1 Resist 2 Critical Melee Reach 1 High Crit Off Hand Ranged 5/10 Cost 1 1 1 1 1 1 1 Table 7 Secondary Natural Weapons There are several feats which make these natural weapons more useful. a few mutants have stingers. Power Bolts are ranged weapons. following normal rules and requiring the usual feats or powers. Power Bolts require a minor action to "load" -. A mutant can buy such an exotic weapon either in addition to. SECONDARY NATURAL WEAPONS While it's assumed that most humanoid mutants (mutant humans. The various class powers and other attacks all assume a weapon wielded at arm's length. stingers. of course. acid. as the "naked mutant. NATURAL ARMOR Here we end up with a problem we also sort of run into with natural weapons and shields.MUTATIONS AND MACHINERY . but the game statistics remain the same. it may well be worth giving up other mutations. or class features "upgrade" unarmed attacks. ABILITIES. hard wooden thorns (whether or not they're a plant!). is to eliminate the "armor" slot. 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 . However.NATURAL ARMOR 79 When Power Bolt is chosen. Any such ability (not listed in this book and balanced around this book's natural weapon rules. this choice does not alter the amount of damage or grant any special effects. or just about anything else they can imagine. or just have some power to enhance the armor you're wearing. ETC. WHICH UPGRADE NATURAL WEAPONS A number of powers. lightning. i. Natural weapons and shields are less problematic -. By default. or radiant. necrotic. POWER BOLT Weapon Power Bolt Fast Bolt Strong Bolt Focused Bolt Table 8 Power Bolt Prof. but specific feats or mutations might. yadda yadda. On the other hand. Classes are at least partially balanced by what gear they have access to by default. a big portion of my game intent is to let mutations stand in for items as much as possible. doing 1d4 damage. obviously). Either works just as well. thunder. if a mutant gets a huge armor bonus "free". provides the listed damage and does not improve the damage of a mutant's natural weapon. human fists. A character may have 'small claws' which are sharp bony spurs on the ends of their fingers.it's easier to impose some balancing factors. psychic. This is based on the assumption in the core rules that a character's natural weapons are soft. etc. The easiest method. psychic force-field claws that glow. Some players want their character's mutations and abilities to all fit a common theme. +2 +2 +2 +2 Damage 1d6 1d8 1d10 1d12 Range 10/20 15/30 15/30 20/40 Group Ranged Ranged Ranged Ranged Properties Cost 1 Load Free 2 2 3 NAMES AND DESCRIPTIONS In general. the ability to morph their fingers into small metal blades. the "cost" is he has to waste five feats to get it. and ultimately it comes down to maximizing simplicity and compatibility. FEATS. the descriptive terms are intended as a spur to imagination. not an end-all. 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. fragile. feats. Sorry. you project a force field that grants an enhancement bonus to your armor. it does untyped damage. tech-covered human" motif is a powerful one.e. This would work well enough. and I like the image of the scale-skinned mutant holding his own in battle. A wizard in 4e suffers no detriment to casting in plate armor. cold. but the player may choose to give it a damage type such as atomic. while others embrace a more 'gonzo' perspective and want every part of their body to be somehow different. The same applies to proficiency modifiers. retractable cat's claws. A whole lot of complex and intricate schemes were crafted and discarded before I ever wrote this. so it's probably best to address it in one place. fire. Remember. layers of scales. While the DM should be prepared to make rulings on particular issues as they arise. If you take "Mutant Skin" as Natural Armor. the cost is very low. you may trade proficiency in the armor for the ability to use your mutant armor without penalty. which will still work even if you have a base Armor Bonus of +0. Your heavy hide. Toughened Skin: Your skin is fairly normal for your type (which might mean feathered for a hawkoid. there are also differences between natural and worn armor which simply can't be ignored if there's to be even the slightest hope of verisimilitude. NATURAL ARMOR VS. a slight bioluminescence. not "indistinguishable from". The provide protection. patterned. You often have a rugged or weather-beaten appearance. or you would be if such things still existed.you may have feathers. Exoskeleton: You have a hard shell. it also impedes motion. While you can still be cut. Heavy Scales: You have a mix of heavy bone plates and smaller scaled areas. you cannot use the armor very well. it allows you to buy appropriate armor mutations. similar to those of fish or reptiles. First.NATURAL ARMOR 80 them. as noted below. Reskinning/reflavoring can only go so far. neglecting the art of wearing artificial armor. Base Armor Mutation Mutant Skin Toughened Skin Thick Skin Light Scales Heavy Scales Exoskeleton Table 9 Armor Mutations Type Light Light Light Heavy Heavy Heavy Cost 0 1 1 1 1 1 Armor Bonus +0 +2 +3 +6 +7 +8 Check -1 -1 -2 Speed -1 -1 -1 Equivalent To Cloth Leather Hide Chain Scale Plate You may buy natural armor you are not proficient in. it will improve as do all mutant armors. (That's English Major Speak for "a game that doesn't make you go nuts asking you to accept one insane contradiction after another"). worn armor is "as good as". if your do not have an "equivalent" proficiency. or other cool effects. brightly colored swirls. You can then purchase additional armor mutations for that slot as needed. Your skin may still be colored. While this provides excellent protection. Second.MUTATIONS AND MACHINERY . allowing for flexibility if not speed. with the usual penalties. and really needs the character to take an armor slot personal mutation. Light Scales: You have a full body coating of scales. Thick Skin: You're good at surviving internet chat boards. Our goal here with regards to natural armor vs. WORN ARMOR As much as compatibility is a goal. often consisting of coarse fur. scaled for a giloid. it takes a little more effort. your skin will likely be obviously mutated -. (Or any other feature of roughly equal distinctiveness). Because natural armor (or its robotic equivalent) only grants very minor advantages over worn armor. protects you from danger but limits your mobility slightly. the following ought to be called out: . and decree that if your class gives you proficiency in those types. but it is much harder than is typical. (-2 Attack and -2 Reflex). and there's good reasons to do so. or small growths of bone. We then simply class mutations as "Equivalent to" various armor types. etc). but also hinder your freedom of motion and weigh you down. like a lobster or giant insect. if you wish. etc. Mutant Skin: You have no innate mutated defenses. You may still choose this as a personal mutation in your Armor slot. These may have been installed at the factory as part of the robots original model. These are armor bonuses. his natural armor improves slightly. Over time.ROBOTIC COMPONENTS 81 It doesn't come off. burned by pyrokinetics. To avoid needless replication of data. At various levels.MUTATIONS AND MACHINERY . You can't strip off your shell to climb a wall or run a race. and no one can tell you that it's impolite to bring your skin with you to a formal meeting. 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 . these are similar to Heritage Mutations (See page 62). such things as costs and descriptions are on the primary Heritage Mutation table. scarred by acid. a mutant may pick an improvement to his natural armor. It's free. and the errors that can introduce as things are edited or changed. by default. it's because it is unsuitable or inappropriate. Hey. If a particular Heritage Mutation is not listed here. Each costs a set number of points. his body is going to react. It also means that any penalties to speed or skill checks are always there. with only a few which need modifications beyond simple renaming. or they might have been added later. there's no penalties for sleeping in it and no wait to get ready for battle if you're ambushed. robots have 5. any which need further explanation are in italics and the details are below the list. it makes it harder to disguise yourself. such as a rust monster's attack. On the plus side. there's that. It's non-metallic. and generally just plain hurt. not enhancement bonuses. not a cumulative bonus! Level 6 11 16 21 26 Light Armor +0 +0 +1 +1 +2 Heavy Armor +1 +2 +3 +4 +6 Table 10 Improved Natural Armor ROBOTIC COMPONENTS FUNCTIONAL ENHANCEMENTS Functional enhancements are built-in modifications to the robot. The following table shows the Heritage Mutation and the new name. which assume "heavy" armor is metal armor. either before or after the Cataclysm. Mechanically. You'll have more starting wealth for other things. This isn't. or to pass unnoticed (though this depends on just how common mutants are in the area). there are some powers. They also represent a total bonus. While rare. IMPROVED NATURAL ARMOR When a mutant spends a lot of time getting beaten up. On the other hand. ROBOTIC COMPONENTS Deception Protocol Emergency Antigrav Energy Blast Energy Burst Enhanced Survival Programming Error-Checking Processor Extendable Optics Extensive Databanks Extra Arm Fine Manipulators First Law Override Gyroscopes Hardwired Personality Holoprojector Improved Optics Infrared Scanners Insulated Systems Jump Jets Lead Lined Metal Demon Multithreaded Tactical Sub-programs Noncombustible Overclocked Polarizing Eyes Prehensile Limb Redundant Systems Reinforced Construction Sensory Enhancement Solid Construction Spiky Bitz Stealth Covering Stress Analysis Sensors Tactical Response Third Law Override Vibration Dampening Vibration Sensors Table 11 Functional Enhancements 82 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. (Alternatively. See Robot Armor. Robot armor is a variant on natural armor for mutants. or heavy industrial work.MUTATIONS AND MACHINERY . page 84 for more details. Armored You have more than the usual metal shell. dangerous emergency situations. . you may simply have bolted on every piece of scrap metal you could find over the years!). but you do gain a +2 to all defenses against attacks with the acid keyword. you were built for war. but mostly ended up on quasi-legal "Gladiator Droids". built-in weapons can be used as-is.ROBOTIC COMPONENTS Built-In Weapons 83 Most robots have normal hands. . you gain a +2 racial bonus to a single untrained skill of your choice. sheathing them is a minor. Off-Hand Cost 2 3 2 2 Buzzsaw Hands emerge from the wrists. You can store items inside yourself. but since they cannot be dropped. This lasts until your next extended rest. They do +2 damage per die when attacking objects. NEW FUNCTIONAL ENHANCEMENTS These functional enhancements are for robots only. However. Weapon Buzzsaw Hand Chainsword Sledgehammer Fist Drill Bit Table 12 Robott Weapons Prof. or can be simply a lump of heavy metal crudely welded on. Insulated Systems You retain your basic vulnerability to lightning damage. Drill Bits are another example of a component which had a "legitimate" industrial use but which was more often used for spectacles or criminal activity. not a free. With a small amount of imagination and reflavoring. a knife than it did to graft a knife on. Gain a bonus healing surge which can only be used during a short rest. action. They have been designed to "get out of the way". there are plenty of variations. a surgeon). or because it seemed like a useful add-on after the Cataclysm. Increase range of thrown weapons Chance to avoid critical hits Table 13 Additional Functional Enhancements Multiprogramming (Skill) You are capable of adapting yourself to a new purpose. Chainswords are nasty weapons which are sometimes found on robots intended for wilderness work or rescue missions. +2 +2 +3 +2 Damage 1d6 1d12 1d8 1d6 Group Axe Heavy Blade Hammer Light Blade Properties Light Blade. either as a consequence of needing built-in blades to do their job (for example. or drop. but you do gain a +2 to all defenses against attacks with the lightning keyword. and it was established early on that it tended to make more sense to let a robot hold. to allow the free use of hands or other manipulators. but a robot is automatically proficient in them if they've spent the points. High Crit Versatile High Crit Brutal 1. but it would hardly be fun to have no new variants! These weapons work more like "normal" weapons. Many robots do have claws. with the manipulators of the hand folding out of the way.MUTATIONS AND MACHINERY . After an extended rest. Functional Enhancement Multiprogramming Spare Parts Storage Trajectory Calculation Unusual Construction Cost 2 1 1 1 1 Type Skill Utility Utility Offensive Conditional Defense Description Gain bonus to different skills. They do +2 damage per die when attacking objects. Sledgehammer Fists were sometimes found on industrial or construction robots. the Perception DC is 15+1/2 your level. with the following modifications to the names. if they are in effect during the short rest. and you gain a +2 untyped bonus to Acrobatics. but yours are placed differently. . Generally. Any powers. Locating this hidden cache is tricky. or Dexterity checks related to throwing or catching objects. or effects which increase the number of hit points gained from spending a surge apply. though you can only spend that surge during a short rest. Base Armor Mutation Ultralight Plating Reinforced Plastic Polybonded Plastic Light Plating Flexi-Plates Military Grade Table 14 Robot Armor Type Light Light Light Heavy Heavy Heavy Cost 0 1 1 1 1 1 Armor Bonus +0 +2 +3 +6 +7 +8 Check -1 -1 -2 Speed -1 -1 -1 Equivalent To Cloth Leather Hide Chain Scale Plate Light robot armor is not considered to be metallic. though this takes time. Unusual Construction (Conditional Defense) Robots have as many vital bits and delicate systems inside them as any meatbag. Athletics. Trajectory Calculation (Offensive) You have built-in devices that automatically calculate the arcs of thrown objects -. and requires an active search for weapons or contraband. this works much as Natural Armor does. such as "charging" some items. Emplacing or removing an item from your storage compartment is a minor action that requires a free hand. not merely casual inspection. This is unlikely to come into play too often. abilities.MUTATIONS AND MACHINERY .ROBOTIC COMPONENTS Spare Parts (Utility) 84 You have a good collection of bits and pieces which can replace damaged components. heavy robot armor is. You have an extra healing surge. Once per encounter.and people said the Pitchertron-5000 units would be useless after the Cataclysm! The range of any thrown weapons you wield increases by 2. 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. you may turn a critical hit into a normal hit. This also counts as "spending a surge" for any other purpose. above. ROBOT ARMOR Robots who take the "Armored" Functional Enhancement have artificial armor which is integrated into their bodies. Because some mutations do not grant their bonuses or powers until a higher level. in effect. Some feats may allow characters to "dampen" a mutation in order to equip an item in a slot. and should. either due to physical issues (large sucker feet make it hard to wear boots). along with additional properties or powers. either as an additional "treasure" or by the player's choice -. it's a matter of game balance. Unless noted otherwise.PERSONAL MUTATIONS/SPECIALIZED GEAR 85 PERSONAL MUTATIONS/SPECIALIZED GEAR Important: Throughout this section. In general. giving him a +2 bonus instead of the +1 he previously had. Again. Personal Mutations (called Specialized Gear for robots) are innate powers which tend to grow in strength as the character does. Second. magical. items. all such rules apply equally to a robot's specialized gear. most mutants won't gain their full abilities in all areas until levels 4-6 or so. the words "mutation" or "personal mutation" are used often. First. mutations occupy the same design space as magic items. CHARACTER LEVEL AND MUTATION LEVEL When a mutation references a level (such as "At 15th level. ultimately.see below. they make it very difficult to equip any item into that slot. grant mutation level increases as "treasure". all mutations begin at first level. since mutations are positioned to replace items. which partially correspond to magic item slots. However. Mutations generally grant an enhancement bonus at a certain level. The usage limit stacks with any daily powers granted by technological or. this refers. as it is supposed do. A character of 4th level who is due to get a level+3 "item" according to the default rules may instead see his jagged natural weapons become a 7th level mutation. 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). in crossover games. mutations grant enhancement bonuses. A personal mutation is.MUTATIONS AND MACHINERY . as well as any applicable rules. mutations tend to interfere with the ability to use items. and doing +2d8 damage per plus. with an additional use of a different mutation daily power gained by reaching a milestone. as an adjunct to the class. always. to the level of the mutation. . not as a replacement of it. There are a number of mutation "slots". Unless otherwise noted. increase damage to 2d6"). they may have vestigial effects. 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). By taking a mutation in a slot. The jagged mutation stays seventh level until it is raised again. a "built in" magic item. the bulk of their combat prowess comes from their class. a character may use only one mutation daily power per tier. DMs can. Each entry includes a "Specialized Gear" line which contains flavor text and name modifications for robots. which do not stack with the enhancement bonuses from items. but. Like magic items. These abilities are available from level 1 onwards. this can mean a long wait until a character fills every "slot". possibly by level 2 or 3. any mutations you have which have not already been raised to 3rd level or higher automatically "jump". APPEARANCE Each mutation contains an "Appearance" section. but this represents time spent training or the purchase of mutagenic chemicals and radioactive materials. though. he will either be filling out other slots with useful items.or. The character does need to expend wealth. It is strongly recommended that such "purchases" occur during periods of downtime when the character could reasonably have been performing such activities. The mutation ceases to be vestigial under three circumstances: Treasure Gaining an "active" (non-vestigial) mutation is a form of "treasure". This is a guideline/ suggestion designed to get you thinking about how a particular mutation may manifest. he may choose to upgrade it himself -. It is certainly possible someone could "load up" on such low-level mutations and get a small edge at first level. Note: Mutations which gain non-vestigial powers at first level are active at first level. This should be balanced by equally rare penalties. the level of one of his mutations. Over-Leveling A mutation's level can never be less than the character's level -2. Again. he's simply used them so much he's become more adept with them. the character does not walk into the Mutant Shop and walk out with a new mutation. but since the more powerful properties and powers are tied to mutations which come into their own at higher levels. ranging from their level+1 to their level+4.MUTATIONS AND MACHINERY . such a character would be slightly behind the power curve most of the time. perhaps. he will pick his personal mutation slots and gain the vestigial powers for all of them.PERSONAL MUTATIONS/SPECIALIZED GEAR 86 MUTATIONS AND TREASURE PARCELS If a DM is following the normal rules for item distribution. A mutant with many personal mutations. mutagenic. Upgrading If the character's level is the same as. For example. 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. the mutant may find that his claws have begun to grow longer -. as the stress and chaos of conflict unleashes a chemical stew into the character's already chaotic DNA . the radioactive. feeling like they're missing out. you do not find a set of graft-on +2 claws. most characters will get one item per level. if you are fifth level and your Corrosive mutation for your natural armor has not yet fully manifested. This often occurs shortly after extensive battle. Depending on how the DM handles treasure. biowarfare infested world of Earth Delta interacts with your latent mutations to enhance them. So if you are fifth level. . though on rare occasion a DM may see fit to give a small circumstance bonus if your flavor text is particularly appropriate. The cost of such a purchase is identical to that of buying a magic or tech item of the same level. or he will be getting "upgrades" to his mutations. When everyone else is stripping down bodies and wondering if they've found an oddly shaped laser pistol or a fusion-powered potato peeler. This can leave other characters. especially mutants with only one or two mutation slots. Rather.the equivalent of buying a magic item of your level or lower. you can "buy" it for the same cost as a fourth level item. will have many slots "pre-filled" automatically. The appearance of a mutation has absolutely no mechanical impact in almost all situations. No. or higher than. When a mutant is created. If this same character receives his "item" every level. and he's just Burning Ice Man. Wait. or the Blazing mutation. you can take a general feat which applies to claws. Most powers granted by Bloodline Mutations note that they apply to attacks made with natural weapons. but not any other special powers related to fire. so his "blazing claws" now . OK. AND PERSONAL MUTATIONS There's a fairly delicate interplay between Bloodline Mutations. and this absorbed heat is then radiated by his armor. Picking Pyrokinetic alone gives you some fire-based attacks and access to useful feats. someone with blazing claws then invokes his frost generation mutation -. Of course. "Paragon Enhancement". the Scavenger class. you're putting a lot of your mutant eggs in one nano-basket. To select a mutation for enhancement. you don't have a weapon-enhancing Personal Mutation).) By the same token. you only get the standard +1/2 level attack bonus. This means they do not work if you're using a gun. If you do not primarily rely on natural weapons (meaning. that was the mid-90s version. Some mutations may lack any enhancement lines. why not. Whatever works for you. but. (Some feats in some Bloodlines allow you to use normal weapons as well. The DM may choose to tone down the "weird and wild" aspect of the game for his campaign.) If two or more mutations "compete" to change the damage type of a weapon -. bow. or tusks. and the character's natural weapons.you might want that. Picking Blazing alone gives you the ability to do fire damage with your claws. This isn't a formal prerequisite.the last one always "wins". Maybe even grab Power Bolt so you can hurl little fiery zaps all day long. others may have fewer than three. you can Terror a wall. A little imagination and creative reflavoring can let you justify almost anything. except where they say you can't. and the balance assumption is that you're using a Personal Mutation in your Melee or Ranged slot to give you a scaling enhancement bonus to attacks and damage. You can have searing armor (an armor mutation) and icy skin (a neck mutation). not projecting cold. the mutation must no longer be vestigial. NATURAL WEAPON FEATS Feats that affect "raw" natural weapons are found in the Feats section. STRANGE COMBINATIONS This really shouldn't need to be stated explicitly. (Perhaps your Searing Armor/Icy Skin character absorbs ambient heat? The "cold damage" is a result of him drawing in heat. Each level of enhancement is a prerequisite for the next level. just to clear up any possible confusion. You can "mix and match" all sorts of mutations. and no damage bonus. it's just a good idea. NATURAL WEAPONS. or sword. and. "So. but the rules mechanics let you pick anything. instead! Earth Delta can be as "logical" or as "gonzo" as you want it to be. or both?" The answer is. Personal Mutations. but you'll be unique! IMPROVED MUTATION FEATS Most personal mutations contain lines reading "Heroic Enhancement". or he may not. "Paragon Mutation Enhancement". but your natural weapons normally are mundane -.PERSONAL MUTATIONS/SPECIALIZED GEAR 87 BLOODLINE MUTATIONS. do I want the Pyrokinetic Bloodline. Or maybe there's no explanation at all. or something. what do you want? Selecting both puts a powerful emphasis on fire -. In most cases. they combine perfectly well.or may be Freezing or Acidic.for example. These correspond to the feats "Heroic Mutation Enhancement". you cannot take the Paragon enhancement for a mutation without taking the Heroic enhancement. following the logic that "That which is not explicitly forbidden is permitted". teeth. really. and "Epic Mutation Enhancement". then when you attack with a power with the natural weapon keyword. you might ask. You might not be min-maxed.MUTATIONS AND MACHINERY . then enhance your "Blazing" mutation. and describe the effects of taking those feats and selecting a given mutation for them. Want something more "wacky"? Take Blazing Claws and Empathic Bloodline. and "Epic Enhancement". Want a true "firestarter"? Go for Blazing Claws and Pyrokinetic. you may use your daily power to make it a normal hit. Heroic Enhancement: You may absorb your armor as a minor action. or even folding up and sliding back until it retreats into nearly invisible pockets in your flesh. all damage is negated. Increase your Resist Melee to Resist 3. Paragon Enhancement: If the attack against you is a critical hit. even your armor is absorbed. Trigger: You are hit by a Melee or ranged attack. However. This takes a few minutes of intense concentration. Appearance: When the armor is absorbed or fully deployed. Epic Enhancement: You gain your full armor bonus when your armor is absorbed. instead. 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. As head-scratching as this may be. Increase your Resist Melee to Resist 5. 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. there is no obvious sign of this mutation. infiltrating the Cleansing Flame compound will be a little easier. . Now. the ongoing damage is still fire -. 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.MUTATIONS AND MACHINERY . Epic Enhancement: When you use this mutation's daily power. Paragon Enhancement: You gain half of your normal armor bonus. ARMOR MUTATIONS Absorbable It's somewhat disturbing to see. The liquid sinks into your skin. if he also has the paragon enhancement to blazing.it does not change to cold. The actual act of absorption may involve drawing the armor into your skin. you may choose to spend an action point. You can absorb your armor into your skin. without the appropriate feat. however. or regrow it. Your exterior shell begins to soften and flow. the armor simply fading from view. Heroic Enhancement: You gain Resist 2 Melee. leaving nothing behind but the dark brown flesh of a human untouched by the Change. almost seeming to putrefy in real time. This damage is not halved. Effect: You take half damage from that attack. When your armor is absorbed. you lose all armor benefits and penalties. You still cannot equip technological armor into this slot. If you do.PERSONAL MUTATIONS/SPECIALIZED GEAR 88 deal cold damage. and regrow it as a standard action. Robotic: Robots may not have this as specialized gear. though -. or gain Resist 5 vs. and probably horribly mottled. Robotic: Ribbed Reinforcement. Heroic Enhancement: Gain Resist 2 (Acid). (You may have had more trouble in your youth. Robotic: Caustic Chemicals. scarred. 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 . that attacker is at -1 to hit you with further Melee attacks until the end of the encounter.consider the roleplaying possibilities. that attack. 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. corroding metal and burning flesh. it's mild enough to cause no extreme problems. Enhancement: AC Property: When you take damage from a Melee attack. Probably designed to work in industrial environments. though without the adrenaline rush of combat. Epic Enhancement: The penalty to an opponent's defenses lasts until the end of the encounter. Appearance: Your natural armor is enhanced by a number of hard nodes or nodules. Effect: You take half damage from that attack. Paragon Enhancement: When an opponent is grappled by you. Heavy cables or structural supports reinforce the armor. and burned.MUTATIONS AND MACHINERY . to resist your own acids. or heavy bark. extra-thick scales. Trigger: You are hit by a melee or ranged attack. any light robotic. Corrosive Your skin oozes acidic sweat. whichever results in more damage getting through. it takes 1d6+this mutation's enhancement bonus in acid damage at the start of its turn. Your Resist (Acid) increases to Resist (6). 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. your outer coating has thousands of microtubes which release acidic fluids. This increases to -2 at 14th level and -3 at 24th level.) Fireproof As a child. That opponent suffers an Item penalty to Armor Class equal to this mutation's Enhancement bonus until the end of your next turn. Vestigial: You gain the Property. Your Resist (Acid) increases to Resist (4). but no other benefits. which may be bone. Use this power when you have grappled an opponent. Appearance: Your skin is tough. Your acid oozes constantly. Power (Daily): Free Action.PERSONAL MUTATIONS/SPECIALIZED GEAR 89 Vestigial: Power (Daily): Immediate Reaction. and you can keep it controlled with minor concentration. chunks of horn. and might make some objects more brittle. Appearance: Your armor. It will do no damage to any foe. Freezing Ice and frost glisten on your skin.PERSONAL MUTATIONS/SPECIALIZED GEAR Property: Resist 5 fire. Increase to 2d8+Constitution modifier at 13th level and 3d8+Constitution modifier at 23rd level. any creature which starts their turn adjacent to you takes 1d8+Constitution modifier cold damage. . This counts as a use of a daily power. In addition. This can affect about a quart or so of most liquids. you may exclude allies from the effects of this mutation's daily power. Power (Daily): Minor action. This increases to Resist 10 fire at 13th level and to Resist 15 fire at 23rd level. and is often a dull grey or brown in hue. Vestigial: You may use the property of this mutation as a daily power. Robotic: Fire-resistant fibers or ultra-high temperature plastics compose large parts of your armor. Enhancement: AC Property (At Will): Minor action. You must decide to do this before making any attack rolls with the power. You probably have some well hidden means of venting the excess heat. Heroic Enhancement: You gain a +1 item bonus to all defenses against attacks with the Fire keyword. you gain the following power: Power (Encounter): Use this power when you are missed by an attack with the Fire keyword.MUTATIONS AND MACHINERY . You can freeze or chill small objects down to about 0 degrees Fahrenheit (11. whatever type it is. 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. 90 Paragon Enhancement: You gain a +2 item bonus to all defenses against attacks with the Fire keyword. Paragon Enhancement: Creatures damaged by this mutation's power take ongoing 5 cold damage (save ends).9 centimillis metric). but it might kill small animals or plants. In addition. Robotic: You contain powerful refrigeration units which can cool you down within seconds. You gain 5 temporary hit points. Heroic Enhancement: Creatures which begin their turn adjacent to you are also slowed until the end of their turn. You gain immunity to fire until the end of your next turn. is somewhat heavier-seeming. Vestigial: Resist 2 fire. Epic Enhancement: You may use this mutation's power twice daily. Epic Enhancement: You may choose to increase the range of this mutation's daily power to a close burst 2. Until the end of your next turn. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Armor: Any heavy natural or robotic. Power (Daily): Minor action. Cold mists of condensation may swirl around you as you move. 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. Necrotic. You do not spend a healing surge. . Regenerative Even as the blade pierces your oddly mottled hide. or grabbed by you. You might have frosty hair or deep blue or pale white skin tones. but it does only 1d8 damage. Atomic. Power (Daily. or perhaps even blocks of solid ice.MUTATIONS AND MACHINERY . Heroic Enhancement: All ongoing damage you take. The attacker takes 1d10 lightning damage. Lightning Your body is constantly wreathed in arcing bolts of electricity.PERSONAL MUTATIONS/SPECIALIZED GEAR 91 Appearance: Your skin is often covered with a thin layer of frost. Power (Daily. Lightning): Immediate reaction. When the armor is fully active. Lightning. Regain hit points equal to your surge value. You may use the property as a free action 1/encounter. as well. Poison. This increases to 2d6 at 21st level. even if you have no idea what a shag carpet is. Use this power when you are hit by a melee attack. knitting the torn flesh back together. takes 1d6 lightning damage on the start of its turn. Epic Enhancement: Those who take damage from the daily power are stunned (save ends). your blood coagulates around the wound. Paragon Enhancement: Those who take damage from the daily power are also dazed until the end of your next turn. you tend to give off small sparks and generate static in the air. or Psychic. Robotic: Your outer shell contains many charged nodules which you can activate at will. Vestigial: You gain use of the daily power. increasing to 2d10 at 15th level and 3d10 at 25th level. Fire. 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. Healing): Free action. or you may be so patched and repaired that live wires are often exposed on your surface. Cold. except from two damage types selected from Acid. 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. is reduced by 1. you are enmeshed in a web of currents. Appearance: Even when you're not actively using this power. Power (Daily): Immediate interrupt. starts to melt in my clutch. Heroic Enhancement: Once per day. Appearance: Your skin may be extremely flexible and rubbery. You have no scars and cannot be tattooed. You may generate small bolts of energy or force that repel or deflect attacks. the first time in a day when you are bloodied. Robotic: You have magnetic. or you may create small shields that block or shove aside oncoming bullets or blades. Paragon Enhancement: You gain a +2 item bonus against ranged attacks which target Armor Class. Vestigial (Daily): You may spend a healing surge as a standard action.. or you may be surrounded by a powerful field of magnetism or psychokinetic energy. the first time in each encounter that you are bloodied. when you use a power which allows you to push a target who begins adjacent to you. as above. You gain regeneration. you lose that regeneration until the end of your next turn.. You may look shockingly "fresh from the factory floor" compared to your centuriesold kin. Use this power when someone hits you with a bull rush or charge attack.MUTATIONS AND MACHINERY . Repelling I'm rubber. gravitic. Appearance: Due to your constant healing.. your skin always looks smooth and clean. you gain Regeneration 2 until you are no longer bloodied. You push them 1 square. Searing "Whatever I touch. you may increase the push distance by 1. you're glue.. Epic Enhancement: You gain a +2 item bonus to all defenses against melee weapon attacks. If you take damage from either of the two types selected above.. Robotic: Nanite-Impregnated. Epic Enhancement: Increase the reduction in ongoing damage to 3. as you don't have the "battle scarred" look that many assume is required. This can sometimes cause people to underestimate you. or force field generators which can repel many attacks.PERSONAL MUTATIONS/SPECIALIZED GEAR 92 Paragon Enhancement: Increase the reduction in ongoing damage to 2. I'm too much!" Lvl 3 +1 Lvl 18 +4 . Vestigial: You may use the item's property once/encounter. In addition. You are overcharged with microscopic healing machines that constantly work to keep you in tip-top shape. 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.. Shimmering Your skin ripples in thousands of colors.PERSONAL MUTATIONS/SPECIALIZED GEAR Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Armor: Any heavy natural or robotic. You must decide to do this before making any attack rolls with the power. glowing from within. turning it down to just adjacent squares or expanding it to full torch radius as a free action. Will. Will or Charisma + enhancement bonus vs. In addition. you may exclude allies from the effects of this mutation's daily power. Paragon Enhancement: The target of your daily power gets a -2 to his saves to end the effect. . Enhancement: AC 93 Property (At Will): Minor action. Snow steams as you walk across it. illuminating the area like a torch. or small fires dance about your body. Heroic Enhancement: You can adjust the radius of light you shed. Power (Daily. You can cause any small. Power (Daily): Minor action. you may add this item's enhancement bonus to Diplomacy checks when not in combat. Vestigial: You may use the property of this mutation as a daily power. Until the end of your next turn. Radiant): Standard Action. object you are holding to ignite. 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. though not quite enough to burn. Intelligence + enhancement bonus vs. Paragon Enhancement: Creatures damaged by this mutation's power take ongoing 5 fire damage (save ends). Target is dazed (save ends). Appearance: Your skin often glows with an inner flame. Your body can be extremely warm to the touch. In addition. Increase to 2d8+Constitution modifier at 13th level and 3d8+Constitution modifier at 23rd level. Epic Enhancement: You may choose to increase the range of this mutations daily power to a Close Burst 2. Deactivating this is a free action. any creature which starts their turn adjacent to you takes 1d8+Constitution modifier fire damage. Attack Close Burst 2. Radiant): Minor Action. for up to five minutes. Vestigial: You can illuminate an area once a day. Heroic Enhancement: Add this mutation's enhancement bonus to the damage done by the daily power. as if you had touched it with a hand-held torch. flammable. harmlessly. You can glow in slowly shifting pastel colors.MUTATIONS AND MACHINERY . Epic Enhancement: Your daily power affects one additional creature in the burst. Robotic: Your outer armor is equipped with powerful heating elements that can literally turn your red-hot in seconds. use the enhancement bonus of the mutation. Acidic Your claws emit a searing. metallic shards. in the same encounter. Heroic Enhancement: You gain a +1 item bonus against melee attacks. or for jobs where looking scary was an advantage. Epic Enhancement: This power's property activates when an enemy rolls a 19 or 20. as the spikes interfere with your enemy's blade or fangs. The weapon retains its other properties and powers. Spiked You look as if you've wandered in from another game system. but not both. Some weapon mutations allow the character to create an aura or field around a normal melee weapon. (This is not considered a critical hit for any other purposes. rather than that of the weapon. they take 1d10+Dexterity modifier damage. even if it normally does not critical on a 19. WEAPON MUTATIONS Weapon mutations apply to the character's natural (or built-in.) Vestigial: Property does 1d6 damage. with the following exception: A character can use his mutations' encounter powers or those of the weapon. "Charging" a weapon is a minor action. one which is known for spelling "orc" with a "k".PERSONAL MUTATIONS/SPECIALIZED GEAR 94 Robotic: Polychromatic overlay. Lvl 3 +1 Lvl 18 +4 . unless otherwise noted. In this case. Appearance: You may have hairless smooth skin. Many robots have added spikes to themselves after the Cataclysm to discourage people and animals from getting too "huggy". Robotic: This type of armor is often found on robots built for gladiatorial "duels". or glowing points of concentrated energy. acid. Such a feature was often a part of robots built for entertainment or "companionship". Most can apply to any natural weapon. Enhancement: AC Property: When an enemy scores a critical melee attack against you. or faint scales that ripple in every color as you move. corrosive. increasing to 2d10+Dexterity at level 12 and 3d10+Dexterity at level 22. increasing to 2d6 at level 12 and 3d6 at level 22. Your plastic skin contains color-changing chemicals which can respond to the environment or your mood. in the case of robots) weapons. Appearance: You may be covered with bony spurs. Paragon Enhancement: When an enemy hits you with a charge or bull rush attack.MUTATIONS AND MACHINERY . or soft fur that glows from within. 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. quills. they take 1d6 damage. thorns. which shimmers like glass. or sling. Increase to 2d6 extra damage at 13th level and 3d6 extra acid damage at 23rd level. granting the abilities of this mutation to the weapon he is holding. you may ignore any acid resistance possessed by the target.PERSONAL MUTATIONS/SPECIALIZED GEAR Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Weapon: Any natural. or whatever you use constantly leak a small quantity of powerful corrosive. Appearance: Your claws. Enhancement: Attack Rolls and Damage Rolls Critical: +1d6 fire damage per plus Charging: A character can superheat a melee weapon. you can pump extra acid through your system. . Blazing Your natural weapon generates or radiates extreme heat. Power (Encounter. or you might have slick. Epic Enhancement: When you use the daily power. Acid): Minor action. Reflex.MUTATIONS AND MACHINERY . Power (Daily): After you have hit with this weapon. target's AC and Fortitude defenses suffer a -2 power penalty until the start of your next turn. searing foes. see above. Paragon Enhancement: Subtract this mutation's enhancement bonus from any acid resistance the target possesses. This feature may have had industrial or manufacturing applications. causing your natural weapons to do acid damage. hard. Robotic: Your built-in weapons will be made of hard ceramics or other materials that resist the acid stored inside you. He can also apply this to the ammunition for bow. This does an additional 1d6 acid damage and reduces AC and Fortitude defense by 2 until the end of the encounter. It is possible your skin is badly scarred and overgrown from exposure to your own body acids before you full adapted to them. either before or after the Cataclysm. Increase to Strength +4 +enhancement bonus at 13th level and to Strength +6 + enhancement bonus at 23rd level. but noticeable nonetheless. crossbow. You increase your corrosive emissions. A second free action returns them to normal. skin that shows no sign of damage. but before damage is rolled. Make a Melee weapon attack of Strength + this item's enhancement bonus vs. Acid): Free action. Enhancement: Attack Rolls and Damage Rolls Critical: +1d6 acid damage per plus 95 Power (At Will. Heroic Enhancement: Increase the die size of your daily power to D8. Lvl 5 +1 Lvl 20 +4 Lvl 10 +2 Lvl 25 +5 Lvl 15 +3 Lvl 30 +6 Weapon: Any natural. If you hit. fangs. not enough to do serious harm. or it may have been designed purely for battle. Vestigial: You gain the at-will power. Perhaps you were a welding 'bot in the distant past? Appearance: Your natural weapons may be literally aflame. You may return it to normal as another free action. Fire): Free Action. or you have obviously finer control over it. You may have special sensors that make it easier to hit things far away. You ignite your natural weapon. you may 'turn up the heat' so to speak and increase damage dealt. Distant Your power bolt can reach far. Blazing power bolts may be psychic bursts or napalm spit. Your next attack using the power bolt is treated for all purposes as if it originated in that square. You may secrete a flammable chemical over your claws." Epic Enhancement: Whenever you score a critical hit with this weapon. or glow with internal heat. Lvl 3 +1 Lvl 8 +2 Lvl 13 +3 Lvl 18 +4 Lvl 23 +5 Lvl 28 +6 . Critical: +1d6 damage per plus. Fire): After you have hit with the weapon. slaying foes before the even realize what is attacking them. you may choose any square within 5 squares to which you have LOS. or just a more powerful emission system. Power (Daily.MUTATIONS AND MACHINERY . Paragon Enhancement: The daily power of this mutation gains "Aftereffect: Target takes 5 ongoing fire damage (save ends). This does an additional 1d6 points of fire damage and sets the target ablaze for 5 ongoing fire damage (save ends). causing it to deal fire damage. Heroic Enhancement: Increase the die used by the daily power to D8. Property: The range of your power bolt increases by 10. This mutation may also manifest as improved vision or other sensory apparatus. and some less-than-useful. Robotic: Advanced targeting systems. or excite the atoms telekinetically. Forked Your power bolt manifests as multiple streams of energy. but before damage is rolled. This increases to 2d6 and 10 ongoing at 15th level and 3d6 and 15 ongoing at 25th level. This has a number of useful. Heroic Enhancement: Increase the range by an additional 5. Robotic: You have heat-generation units built into your weapon systems. but none of the other effects. Lvl 1 +1 Lvl 16 +4 Lvl 6 +2 Lvl 21 +5 Lvl 11 +3 Lvl 26 +6 Weapon: Any power bolt. Appearance: Whatever emits the power bolt may be larger. Paragon Enhancement: Once per encounter. Vestigial: You gain the at-will power at first level. you ignore the target's fire resistance. effects.PERSONAL MUTATIONS/SPECIALIZED GEAR 96 Power (At Will. Enhancement: Attack rolls and damage rolls. Paragon Enhancement: You gain the following power: Power (Daily): Immediate interrupt. Epic Enhancement: Once per encounter. Trigger: You miss with this power bolt. Freezing Your natural weapons are as cold as your bitter. crossbow. against smaller targets. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Weapon: Any natural. Power (At Will. when you use this power bolt as part of an at-will attack power. Cold): After you have hit with this weapon. you gain a +1 item bonus to attack rolls. you may enhance the damage. . Effect: You may immediately make a basic ranged attack using this power bolt against the same target. This target must be within 5 squares of at least one other chosen target. and the target is slowed (save ends). all streaking more-or-less towards the same target. Cold): Free Action. Critical: +1d6 damage per plus. Another moment's thought (Free Action) can turn them back. You fire a volley of smaller blasts instead of one big one. and your claws or quills turn to ice. bolts of lightning twining around each other. 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. or sling. 97 Property: When attacking a target more than 1 size category larger than you. dude!" when you do this is recommended but not required. subtract 1 from each die of damage rolled. When attacking a target more than 1 size category smaller than you. an echoing burst of sonic damage. This does an additional 1d8 points of cold damage and the target is slowed until the end of your next turn. Saying "Chill out. and so on. granting the abilities of this mutation to the weapon he is holding. You focus for a moment. see above. while. many will harmlessly dash against the ground. Robotic: Rapid-Fire Emission Systems.PERSONAL MUTATIONS/SPECIALIZED GEAR Weapon: Any power bolt. Enhancement: Attack rolls and damage rolls. He can also apply this to the ammunition for bow. loveless. Increase to 3d8 at level 23. heart. Enhancement: Attack Rolls and Damage Rolls Critical: +1d6 cold damage per plus Charging: A character can coat a melee weapon in ice. several of the small bolts will hit simultaneously. This can be a flock of small fireballs. and the target is immobilized (save ends). Against larger targets. Power (Daily.MUTATIONS AND MACHINERY . you may use your power bolt to make a basic ranged attack against a different target within 2 squares of the primary target. causing them to deal cold damage. Appearance: The power bolt manifests as several smaller bolts. Power (Daily): When you hit with your power bolt. Increase to 2d8 at level 13. gain a +2 item bonus to attack rolls. you may select an additional legal target for the attack. but before damage is rolled. Small tanks of liquid nitrogen provide the source of power for this type of gear. here? Lvl 4 +1 Lvl 19 +4 Lvl 9 +2 Lvl 24 +5 Lvl 14 +3 Lvl 29 +6 Weapon: Any natural melee. Appearance: Your natural weapons may be sheathed in frost and ice.. Do this only when the weapon's damage type has been changed to "Lightning". see above.. You can focus for an instant. Paragon Enhancement: (Free Action) Once per encounter. the target cannot shift until the end of your next turn. you can grant your natural weapon or a "charged" melee weapon Reach 1 until the end of your next turn. Lightning): After you have hit with this weapon. when you hit with this weapon. or perhaps you can condense iceballs out of the air and hurl them at your foes. granting the abilities of this mutation to the weapon he is holding. Heroic Enhancement:(Minor Action) Once per encounter. you may enhance the damage. Charging: A character can electrify a melee weapon. your natural weapons become encircled with crackling streams of energy. but before damage is rolled. I got nothing. or made of solid crystal.. Critical: +1d6 lightning damage per plus. you may choose to turn the area in a Burst 1 around the target into difficult terrain. Increase to 2d8 at level 13. All effects caused by this power are ended by a single save. you're really charged up? Maybe a Ben Franklin joke? Eh. but none of the other effects. This can be damped down as a free action. Lightning): Free action.. Lightning powers! What more do I need to say. and the target is stunned (save ends).MUTATIONS AND MACHINERY . or just have a small haze of condensing moisture surrounding them. or sling. Such modifications were common on emergency services models. Vestigial: You gain the at-will power at first level. you may do your Constitution or Intelligence modifier lightning damage to any enemies adjacent to the creature you just hit. crossbow. This lasts until the end of your next turn. and the target is dazed (save ends). which does not affect you. Property: You get a +2 item bonus to Intimidate checks against robots. when you hit with this mutation.PERSONAL MUTATIONS/SPECIALIZED GEAR 98 Heroic Enhancement: When you roll a critical hit using this weapon. Power bolts can be cryokinetic waves. Increase to 3d8 at level 23. Epic Enhancement: Once per encounter. Paragon Enhancement: The daily power of this mutation gains "and target takes 5 ongoing cold damage (save ends)". Robotic: Liquid N2 Emitter. this is shocking? Uhm. Power (Daily. 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) . Enhancement: Attack rolls and damage rolls. Choose the controlling attribute when this feat is selected. He can also apply this to the ammunition for bow. Power (At Will. Electrified Let me see.. . he won't be going anywhere for a while. Vestigial: When you score a critical hit when attacking with this weapon. and target is pushed 1 and knocked prone. the target is pushed 1 and knocked prone. Impacting When you slam an enemy with your horns. they go flying. this mutation is quite dramatic. using any melee attackiv. you may also make a second attack roll against an adjacent target. which are heavily reinforced.PERSONAL MUTATIONS/SPECIALIZED GEAR 99 Epic Enhancement: When you use the Daily power of this mutation. you will grant combat advantage until the start of your next turn. the additional damage affects all enemies in a Burst 2 around the target and they grant combat advantage (save ends). you may push the target 1 square. Because robots tend to be vulnerable to electricity. Robotic: Power Discharge Systems. Property: When you Bull Rush someone. Robotic: Gravitic Focuser. often brightly colored purple or green. Heroic Enhancement: When you bull rush someone and hit. This increases to 2 at 13th level and to 3 at 23rd level. Vestigial: You gain the At-Will power and the Property. This attack roll is made and resolved before the target is moved. Appearance: You have grossly oversized horns or metal fists. leaving exposed wires. Some robots have sledgehammers or mace-like appendages which work as weapons. you may push them 1 square after the damage is resolved. this function was common if it was expected there would be hot 'bot-on-'bot action. When active. It can also be a consequence of some poor engineering work. Paragon Enhancement: When you bull rush someone and hit. Lvl 5 +1 Lvl 10 +2 Lvl 20 +4 Lvl 25 +5 . using this weapon. you may also make a basic melee attack against them. If you choose this option. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Weapon: Horns. Small sparks may fly from your body. Appearance: You may be surrounded by a small static field. but takes no additional damage. you increase the distance by 1. you may add this weapon's enhancement bonus to your attack roll. Yours contains a small power supply and gravitic pulse system that greatly increases weight at just the right moment. If that attack roll hits. dance around your claws or sometimes fangs. so that people's hair stands on end when near to you. Epic Enhancement: Whenever you charge an opponent and hit. Power (Daily): When you hit someone with a power which causes a push effect. Sledgehammer Fists Enhancement: Attack rolls and damage rolls. Impaling Well. Critical: +1d6 damage per plus. as small bolts of energy.MUTATIONS AND MACHINERY . Heroic Enhancement: Gain a +2 feat bonus to damage rolls made with this weapon. If you become adjacent again after moving away. Appearance: This mutation may manifest as long bony spikes which can shoot out and pin nearby targets to the ground. The creature takes ongoing 5 damage (save ends). Power (Daily): Free Action. Epic Enhancement: If you hit more than one target with a single melee attack power. as a free action. This does not expend the daily power. you may use this mutation's daily on all of them. Heroic Enhancement: After you are no longer adjacent to the target. Increase to ongoing 10 at level 12 and ongoing 15 at level 22. and skewering pesky meatbags who don't know their place. Use this power after you have hit a creature with this weapon. Paragon Enhancement: Once per encounter. such as enhanced stability. causing horrid wounds. you get the bonus to critical damage. Jagged Your claws or teeth are terribly serrated. you may slow a target you have hit with this mutation.PERSONAL MUTATIONS/SPECIALIZED GEAR Lvl 15 +3 Lvl 30 +6 Weapon: Any claws or lashing. . Enhancement: Attack Rolls and Damage Rolls Critical: +1d8 damage per plus 100 Power (Daily):Free action. The target is immobilized so long as you are adjacent to it. the target still ceases to be immobilized at the end of its next turn. Lvl 2 +1 Lvl 17 +4 Lvl 7 +2 Lvl 22 +5 Lvl 12 +3 Lvl 27 +6 Weapon: Claws. Hmm. trash collection.MUTATIONS AND MACHINERY . In addition. Robotic: Killer spikes have all sorts of practical. applications. Increase to ongoing 10 damage (save ends) at level 12 and ongoing 15 damage (save ends) at level 22. or even a seemingly unrelated effect. Use this power after you have hit with this natural weapon. such as twisting vines growing from the ground or ice forming around an opponent's feet. Paragon Enhancement: Saves against the ongoing damage from this attack are made at -2. it remains immobilized until the end of its next turn. Vestigial: You may use this mutation's daily power to slow a target. or raking claws that can sever tendons and cause extreme pain. 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. Epic Enhancement: You score critical hits with this weapon on a 19-20. non-violent. One of these things is not like the other. 101 Large Your weapons are just bigger than anyone else's. your natural weapon does ongoing 2 damage. Paragon Enhancement: When an enemy grants combat advantage to you. Robotic: All that wear and tear you've taken over the years clearly has some beneficial side effects. Appearance: Your claws. It's possible you were built this way. you may gain Reach 2 with your natural weapons. Epic Enhancement: Gain Reach 2. 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. whatever they may be. and your control over them is perfect. gain a +1 item bonus to attack rolls when attacking with this weapon. or whatever are greatly outsized. This does not allow you to inflict it more than once per turn. Paragon Enhancement: If you wish. Heroic Enhancement: Gain a +2 item bonus to damage against targets at least 1 size category smaller than yourself. Heroic Enhancement: When attacking with this weapon. you may use this weapon to inflict your sneak attack damage. you may subtract this weapon's enhancement bonus from any applicable damage resistance. Appearance: Your natural weapons. Robotic: Size matters. add a +2 item bonus to the damage done. prominent. Enhancement: Attack Rolls and Damage Rolls Critical: +1d8 damage per plus Property: When you do sneak attack damage with this weapon. save ends. Power (Daily): Once per day. 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. without granting combat advantage. or maybe your oversized weapons are trophies you took in combat. Precise Your claws are especially long and thin. horns. are oversized. and irregular.PERSONAL MUTATIONS/SPECIALIZED GEAR Vestigial: On a critical hit. even if you otherwise would not be able to do so. You retain both traits until the end of your next turn. .MUTATIONS AND MACHINERY . as a minor action. fangs. That's enough. at the cost of granting combat advantage. adding a +1 item bonus to damage. 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. Heroic Enhancement: Your critical damage increases to +1d8 poison. or that you're an assassination droid. crossbow. You make a secondary attack of Strength or Dexterity +2 vs. Paragon Enhancement: When attacking with this weapon. Vestigial: You gain the property and critical effects. Vestigial: You gain the property. Epic Enhancement: You score a critical hit with this weapon on a roll of 19-20. when you miss by 3 or less when attacking with this weapon. Lvl 2 Lvl 7 +1 +2 Lvl 17 +4 Lvl 22 +5 . and you control them with eerie grace. He can also apply this to the ammunition for bow. Robotic: Many medical units had systems designed to inject patients with appropriate drugs.PERSONAL MUTATIONS/SPECIALIZED GEAR 102 Epic Enhancement: Once per encounter. If so. or maybe there's just a bug in your synthesis unit. granting the abilities of this mutation to the weapon he is holding. Poisonous Your weapons drip with a toxic venom. You must choose to use Strength or Dexterity when this mutation is selected. Fortitude. increasing to Strength or Dexterity +4 at level 13 and Strength or Dexterity +6 at level 23. 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. Property: You gain poison resistance equal to half your level. you may subtract this weapon's enhancement bonus from any poison resistance the target may possess. Swapping out "regenerex" for "cyanide" wasn't difficult. or perhaps both. You probably have the bright coloration typical of venomous creatures. Rending Your natural weapons can gouge huge chunks of flesh. you may reroll the attack. or sling. see above. Power (Daily): Use this power when you hit with the natural weapon. you do 5 ongoing poison damage (save ends).MUTATIONS AND MACHINERY . Increase to 10 ongoing at 13th level and 15 ongoing at 23rd level. Robotic: These weapons could be a sign you were built for fine engineering or even artistic work. if you hit just right. or you also slow the target (save ends) on a critical. Appearance: Your natural weapons are smaller and sharper than most. If you hit. Shield Mutation These mutations are marked (Shield) and act as hand-held shields do. Dexterity. SPECIAL COMPATIBILITY NOTE: SHIELD MUTATIONS There are many feats. A second minor action restores it to the normal +2. and so on. Abilities which involve throwing or detaching a shield. Or else. unless the character is proficient in light shields. manipulate objects. A mutant with a shield mutation cannot use a normal shield. should probably not be permitted with shields granted by mutation. or an off-hand weapon. They'll believe you. A mutant with an arm mutation cannot use a shield. though. Arm Mutation This type has no special marker or note. Just keep telling everyone you're a lumberbot. Shield Enhancement Shield Enhancement mutations add additional properties and/or powers to an existing shield. ARMS MUTATIONS These mutations occupy the "Arms" slot as per the standard 4e rules. Teeth. it is generally best to err on the . or unless the DM smells a particularly cheesy exploit or combo someone discovered. Arms mutations fall into three distinct types. class abilities. powers. Overall. Appearance: Your natural weapons are preternaturally sharp. as noted in the description of each mutation. all such game mechanics work exactly as described with shield mutations. Dexterity. Unless explicitly noted otherwise. and so on. This temporarily reduces any shield bonus to +1. which interact with shields. granting a shield bonus to Armor Class and (usually) Reflex. And he will be damn scary when he does. A character who has chosen a shield mutation may choose to also take a Shield Enhancement mutation. 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. your mutant rhino fighter with the total carapace mutation can use tide of iron. in which case there is no penalty. a twohanded weapon.MUTATIONS AND MACHINERY . and Constitution based skills. Shield mutations which are equivalent to heavy shields impose a -3 penalty to Strength. in which case there is a -2 penalty. An arm mutation simply grants the noted properties and abilities. Yes. and are thus slightly more complex than other mutation slots. unless the character is proficient in heavy shields. unless the player and DM can up with a good reason how it "works". and usually provide some sort of offensive or defensive benefit. Buzzsaw Enhancement: Attack Rolls and Damage Rolls Critical: +1d12 damage per plus Vestigial: Criticals do +1d8 damage per plus. and Constitution based skills.PERSONAL MUTATIONS/SPECIALIZED GEAR Lvl 12 +3 Lvl 27 +6 Weapon: Claws. This is an exception to the general rule of no more than one mutation per slot. Shield mutations which grant a base +1 shield bonus are considered to be light shields for purposes of meeting qualifications. Shield mutations which grant a +2 shield bonus are considered to be heavy shields. 103 Robotic: So you've got a buzzsaw hand that's got synthetic diamond coating and monomolecular edges. Shield mutations which are equivalent to light shields impose a -1 penalty to Strength. Only one such enhancement mutation may be selected. 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. You may change the chosen daily power when retraining. Appearance: This mutation may be purely internal. . The target grants combat advantage and cannot regain hit points (save ends both). Heroic Enhancement: When you score a critical hit with a melee attack. When you tear open an opponent.PERSONAL MUTATIONS/SPECIALIZED GEAR 104 side of allowing rather than disallowing. they move with their own will and briefly tap into his nerves. the target takes 1d6 psychic damage. or you may have massively distorted arm muscles that bespeak great strength. Paragon Enhancement: When you score a critical hit with a melee attack. When making a basic attack.MUTATIONS AND MACHINERY . Once per day. the target takes 3d6 psychic damage and is dazed until the end of your next turn. Epic Enhancement: When you score a critical hit with a melee attack. Robotic: Neural stimulation cables. Paragon Enhancement: When you score a critical hit with a basic melee attack. Robotic: Offensive power surge. remember: The DM has the Viking Hat. Adrenal Sacks You possess supplemental adrenaline glands which can add power to a straightforward attack. and when that fails. At 17th level. Vestigial: When you score a critical hit. Agony Tendrils There are small. Lvl: 3 Property: When you make a Melee basic attack. His screams echo beautifully. the target takes 2d6 psychic damage and is slowed (save ends). you may add this mutation's damage bonus to that power's damage rolls. The red rage caused by using these glands makes it impossible to perform more sophisticated maneuvers while they are pumping. You can cause a sudden increase in power when you strike. Epic Enhancement: Choose an encounter power with the melee keyword. Everyone knows such things were banned by the Ancestors. dangling. the target cannot regain hit points until the end of your next turn. Lvl: 7 Power (Daily): Free action. you also gain hit points as if you had spent a healing surge. At 27th level. Really. You've simply modified some harmless interface connections to help you survive in this dangerous world. No set of rules can substitute for intelligent and rational evaluation and discussion between player and game master. filaments growing from your arms. you may add 1/2 of this power's damage bonus to the total damage done. you may howl fiercely or simply grunt with exertion. the target cannot regain hit points until the end of the encounter. Vestigial: You may add a plus 1 item bonus to the damage of a Melee basic attack. Use this power when you hit with a melee attack. There's no such thing as "torture bots". you gain an item damage bonus based on this mutation's level. inflexible. add 2d6 to the damage done. The attack hits. or simply manifest as an odor of rotting plants. however. looking vaguely rotted. barbed spurs that shoot from your fingertips. center. Black Thumb Since the Cataclysm. You must decide to activate it when initiative is rolled. Heroic Enhancement: You can deactivate this mutation (removing any penalties for having a shield. along with all benefits gained from this mutation) as a free action. but you cannot do both in the same turn. Paragon Enhancement: This mutation gains the following power: Power (Encounter): Immediate Reaction. Special: Just in case anyone was going to argue about it. You do not grant combat advantage from being flanked until the end of your next turn. Gardening and farming robots often had this sort of thing. It may also appear as an energy field. You. and reactivate it the same way. Robotic: Herbicide sprayers. 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. This mutation counts as a Light Shield for most purposes. Power (Daily): Immediate reaction. will not end up as a walking salad's entrée. Trigger: You hit a plant with a Melee attack. . Lvl: 4+ Property: You gain a +1 item bonus to Armor class and Fortitude defense against attacks by plants. Use this power when you become flanked. Carapace. Epic Enhancement: All plants adjacent to you suffer a -2 to all defenses. chewy.PERSONAL MUTATIONS/SPECIALIZED GEAR 105 Appearance: This power may manifest as raw nerves hanging from your arms and wrists. Lvl 1 Property: Gain a +1 Shield bonus to Armor Class and Reflex Defense. Epic Enhancement: This mutation gains the following power: Power (Encounter): Immediate Reaction. plant life has developed something of an attitude. Vestigial: You may gain the property of this mutation during a single encounter. This increases to +2 at level 14 and to +3 at level 24. shell protects your soft.MUTATIONS AND MACHINERY . Use this power when you suffer a critical hit. Appearance: This mutation often appears as a dark and festering skin condition. Partial (Shield) A hard. or strangely wriggling tentacles growing out of your forearms and shoulders. but is not considered a critical for any reason. it is perfectly acceptable for mutant plants to possess this mutation. Effect: The target is weakened until the end of your next turn. Paragon Enhancement: When you score a critical hit on a plant. Appearance: This mutation may appear as turtle-like plates over part of your body. Some robots have shields for combat. When you use your daily power. Cold. Paragon Enhancement: Your shield bonus against attacks with the cold keyword increases by 1. Total (Shield) You are armored like a tank. Appearance: Your carapace is coated with a glassy coating of ice. Vestigial: You have a +3 Enhancement bonus on all Endurance checks to resist the effects of cold environments.MUTATIONS AND MACHINERY . Some scavengers call you accursed. except that coverage is much more pronounced. Power (Daily): Free Action. Nothing can penetrate your defenses. Zone): Minor Action. Lvl 1 Property: Gain a +2 Shield bonus to Armor Class and Reflex Defense. patches of hard bark. any creature vulnerable to cold. crystalline armor. Property: You gain a +5 Enhancement bonus on all Endurance checks to resist the effects of cold environments. Crystalline Shell (Shield Enhancement) Your body armor takes on the tinge of clear ice. shell or bone plating. the effect magnifies visibly. Enhancements: As for Carapace. Until the end of your next turn. This increases to Resist 10 at level 13 and Resist 15 at level 23. which begins or ends its turn adjacent to you. others for protection in hostile operating environments. which means "killer". You gain the following power: Power (Encounter. Carapace.PERSONAL MUTATIONS/SPECIALIZED GEAR 106 Robotic: Secondary defensive plating. takes 3d6 cold damage. rocky growths. You've heard rumors that the iron men who used to harass your community have given you the title Blooscrean. Partial. You gain resist 5 (Cold). Epic Enhancement: You automatically succeed on Endurance checks to resist cold environments. You like that. Disruptive Field Your limbs pulse with strange energies. or thick white fur. and the deadliest storms hold no peril for you. or just about anything else which evokes the concept of "don't hit". Robotic: Primary Defensive Plating Appearance: As for Partial Carapace. Lvl: 3 Prerequisite: You must have a shield mutation. . or glows a dull red from internal heat that counteracts any external chill. This mutation counts as a Heavy Shield for most purposes. Not even love. Robotic: Low temperature operational enhancement. Heroic Enhancement: You may add your shield bonus to all defenses when attacked by a power with the Cold keyword. Paragon Enhancement: Once per encounter. Power (Daily): Immediate reaction. add 2d6 to the damage done. Vestigial: You may gain the property of this mutation during a single encounter. Epic Enhancement: All robots adjacent to you suffer a -2 to all defenses.MUTATIONS AND MACHINERY . whenever a melee power allows you to push an enemy. that number is halved (which may reduce it to 0) when you use a melee attack which includes forced movement. At 15th level. but nothing that has a significant impact. Lvl 1 . You may push the enemy 1d4 squares after the attack is resolved. a field of pulsing blue energy that may appear all over the body. Appearance: Usually. Robotic: Reinforced Protective Systems. Lvl: 5 Prerequisite: You must have a shield mutation. of whatever type granted you the shield. Epic Enhancement: If an enemy has a power or ability which reduces forced movement by a set number of squares. Trigger: You hit a robot with a melee attack. Spikes Rows of curved spikes line your arms. Appearance: You have heavy. plates add force to your blows. you may choose to slide the enemy 1 square before pushing him the rest. but tends to be focused along the arms when in combat. eager to be driven into the throat of a nearby foe. Technological objects near the character sometimes show odd or quirky behavior. 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.PERSONAL MUTATIONS/SPECIALIZED GEAR Lvl: 4+ 107 Property: You gain a +1 item bonus to Armor class and Reflex defense against attacks by robots. it increases to 3d4 squares. Paragon Enhancement: When you score a critical hit on a robot. Robotic: Anti-robotic defensive array. this increases to 2d4 squares. Effect: The target is dazed until the end of your next turn. reinforced. You must decide to activate it when initiative is rolled. This increases to +2 at level 14 and to +3 at level 24. bony. you may have him make a save at the end of the movement or fall prone. and at 25th level. plating on your body. Vestigial: You may push the enemy 1d2 squares. Heroic Enhancement: When using this mutation's daily power. Power (Daily): Use this power when you hit with a Melee attack. Massive (Shield Enhancement) Your heavy. The field can be damped down almost to imperceptibility if desired. Robotic: Gravitational warp field. with psionic powers. Robotic: As with spiked armor. Greater (Shield) Fields of power coruscate over your body. warding off blows. a second adjacent enemy takes damage equal to your Strength modifier+1/2 your level. Robotic: As per telekinetic field. or had them added later to improve survivability. . and reactivate it the same way. gain the following: Power (Encounter): Use this power after you have scored a critical hit with a Melee attack. Lvl: 1 Property: You gain a +2 shield bonus to your Armor Class and Will Defense. sharp thorns. cactus needles or quills. Epic Enhancement: While taking ongoing damage from this mutation. shards of organic metal or ice. At 5th level. but more pronounced and encompassing. It also interferes. This mutation counts as a Light Shield for most purposes. Paragon Enhancement: You may add this mutation's shield bonus to defense against any attack with the psychic keyword. Paragon Enhancement: When you use this mutation's encounter power. Appearance: As for telekinetic field. you may add +2 to the damage. or anything else basically pointy.PERSONAL MUTATIONS/SPECIALIZED GEAR 108 Property: When you have combat advantage and hit with a Melee attack. Epic Enhancement: You may add this mutation's shield bonus to any saving throws you make against ongoing damage with the psychic keyword. This ultra-tech device creates a field of random gravity which can deflect projectiles and bend energy beams. lesser. This mutation counts as a Heavy Shield for most purposes. Appearance: The spikes may be bony protrusions. robots often either had these enhancements due to a combat role. lesser. Lesser (Shield) A crackling field of energy deflects attacks both physical and mental. Heroic Enhancement: Saves against the ongoing damage done by this mutation are at -1. Telekinetic field. Increase to +4 at 11th level and +6 at 21st level. Enhancements: All as for lesser telekinetic field. Webbing joining them together is also cool.MUTATIONS AND MACHINERY . an enemy is also slowed. Heroic Enhancement: You can deactivate this mutation (removing any penalties for having a shield) as a free action. via unknown means. Lvl: 1 Property: You gain a+1 shield bonus to your Armor Class and Will Defense. The target takes 5 ongoing damage (save ends). Telekinetic field. Increase to 10 at 15th level and 15 at 25th level. but you cannot do both in the same turn. or even a sudden growth of silvery metal that appears at the point of impact.PERSONAL MUTATIONS/SPECIALIZED GEAR 109 Appearance: This is a field of mental force. though that is usually the most likely explanation. it slightly disrupts mental attacks and reinforces your sense of self. Crabfoot Your lower legs split into a dozen jointed segments that click and clatter along the ground. Burst Of Speed When you have to move. Because the field is composed of a type of energy (even if it's generated by cells in your skin. finding fashionable shoes in your size is an Epic quest. Robotic: Emergency propulsion subsystem. On the downside. It's also common among mutated animals descended from creatures known for sudden dashes. including a charge. Lvl 5+ Property: During your turn. the healing surge is not expended. Vestigial: As a free action. This can be used during any type of movement on your turn. to flavor text these mutations as they see fit. You may make a saving throw against any effect which slows. It can also manifest as crystalline planes of force which flicker into seeming solidity when attacked. immobilizes. Even robots without "feet". This . you may take a move action. which is always active. At level 25. as always. Players should feel free. it is quit visible. but even if you gain heightened speed due to propellers growing out of your back. Spend a healing surge. you may treat one square of difficult terrain as normal terrain. the rules for using foot-slot tech items and gear still apply. you suffer no penalties to attack or defense. you may move 2 squares. this becomes a +2 item bonus. Power (Encounter):As a free action. Epic Enhancement: Once per encounter. at level 15. a bull rush. Unlike some psionic powers. or restrains you which a save can end. or a shift. if you wish). then to impact speed and mobility. Paragon Enhancement: Whenever you use the Run action. increasing your Will defense. you gain a +1 item bonus to speed. once per encounter. FOOT MUTATIONS These mutations. your speed increases by 3 instead of by 2. Heroic Enhancement: If you fail the saving throw when you use your at-will power. In addition. Lvl 5+ Power (At-Will): Free action. such as cougars or rabbits.MUTATIONS AND MACHINERY . This is not a shift. per se. when you use the Run action. usually as a glowing sheen of energy which appears on your body in response to danger. as one might guess. sometimes with odd musculature or strange joints. when you move. Appearance: This mutation often manifests as either particularly long or particularly muscular legs. It is not necessarily the case they actually involve mutant feet. such as wheeled or hovering robots. You are quite good at moving over uneven terrain. can equip gear which provides the same benefits. you can really move. mostly because you're no longer there. Special: Regardless of the flavor text.MUTATIONS AND MACHINERY . this mutation manifests as calves and feet that terminate in multiple. resembling a crab. Appearance: Generally. At 26th level. Defensive Blink Your enemy misses you. or may sometimes appear slightly out of focus. At 16th level.PERSONAL MUTATIONS/SPECIALIZED GEAR 110 increases to 2 squares at 15th level and to 3 squares at 25th level. Lvl 6 Power (Encounter. Slick Your feet emit a lubricating fluid which can confound your foes or let you slide loose from entanglement. you may ignore all difficult terrain until the end of your next turn. a spider. independently mobile mini-legs. the attack triggers on a miss -. Robotic: Spacetime disruption generator. You may ignore all difficult terrain during a single action this turn. One of the most advanced bits of experimental Ancestral technology. You must include the triggering source in the attack. you gain a +2 bonus to attack rolls and damage rolls. The squares do not need to be contiguous or selected during the same action. you get a +2 feat bonus to that save. Paragon Enhancement: When you make an attack due to use of this mutation's power. Robotic: Enhanced mobility and balance algorithms. Octopus-like tentacles or legs which terminate in a single. Heroic Enhancement: Anytime you must make a saving throw to avoid falling prone or being forced into dangerous terrain. possibly via containing a small bit of neutronium. Paragon Enhancement: The number of squares of difficult terrain you can ignore when using this mutation's property increases by 1. or some other arthropod. Vestigial: You may use the Encounter power as a Daily power.it doesn't cause a miss. Effect: You teleport one square. Epic Enhancement: When you use the Daily power. you may use an at-will melee power to make the attack. A character with this ability may flicker for an instant when startled. Lvl 2 . Epic Enhancement: You may use an Encounter melee power when you make an attack using this mutation's power. Trigger: You are missed by a melee attack. you may also make a melee basic attack against the triggering source before you teleport. narrow. Heroic Enhancement: You may teleport 2 squares when using this mutation's encounter power. this unique bit of machinery can twist space around you. Power (Daily): Free action. Vestigial: You may use the property of this mutation once per encounter. Teleport): Immediate reaction. bladelike foot are also possible. Appearance: This power has few visible manifestations. such as clutching vines. your body accelerates insanely. sticky pools of goo. The zone lasts until the end of your next turn. your legs are coated with a glistening slime that oozes out constantly. Heroic Enhancement: Once per encounter. Robotic: Positional stability device. You are never affected by this zone. but they do not add or stack. The DM is the final arbiter as to whether or not this mutation applies. Paragon Enhancement: The zone created by the daily power becomes a burst 2. Robotic: Frictionless fluid emitters. Appearance: This power may manifest as large suction-cup feet. you may slide the attacker 1 square. you may use either power as appropriate within their respective limits. you may reduce any forced movement by 1.PERSONAL MUTATIONS/SPECIALIZED GEAR 111 Property: You gain a +2 bonus on saving throws against any slowed. or a powder composed so such smooth particles that it acts as grease. At 17th level. or really heavy treads. letting you duck. Robots will have chemical emitters of various sorts. you may use this as an encounter power. leaving small glops behind unless you're wearing very good boots. Epic Enhancement: You may sustain the zone as a minor action. provided you are in the zone or adjacent to it. This can be suction feet. you may make a melee basic attack against the source of the attack. You negate that forced movement. Epic Enhancement: Any time you are missed by a charge or bull rush. and dodge as if the rest of the world is standing still. Suction Feet Once your feet grasp the ground. immobilized or restrained condition which is based on physical entanglement. such as increased density. extreme weight or increased body density. Power (Daily): As a minor action. or a spear through your feet. Paragon Enhancement: If you are hit by a melee attack which includes forced movement. Appearance: Typically. they don't let go. Lvl: 8+ . or even a psionic force holding you to the ground. and only affects enemies. multiple legs which provide added stability or balance. Other variants might include a mercury like silver metal. Any creature entering this zone or beginning its turn there must save or fall prone. and you negate that movement. Heroic Enhancement: You may use the encounter power twice per encounter. Special: If you have another mutation which negates or reduces forced movement. weave. though some might be able to project a frictionless force field. microjets that keep you in position. Lvl 7 Power (Daily): Immediate interrupt. Use this power when you are subject to forced movement and are in contact with a solid surface.MUTATIONS AND MACHINERY . Vestigial: You may negate one square of forced movement using the daily power. you can create a close burst 1 zone of slick liquid. you may ignore 1 square of difficult terrain. Temporal Acceleration For a few brief instants. Power (Encounter): When shifting. for example. or can spit the flaming oil onto the items you hold. Vestigial: You may use the daily power. Paragon Enhancement: When you score a critical hit with a weapon which has been affected by this power. For the remainder of the encounter. Epic Enhancement: Once per encounter. Appearance: At times you seem to flicker in and out of sync with reality. oil that seeps from your palms. This bonus damage is fire damage. Robotic: Overclocked. At 26th level. but none of the other effects. Robotic: Liquid Thermite Canisters. HAND MUTATIONS Mutations of the hand obvious affect grip. as part of a move action. clear. the target takes ongoing 5 fire damage until the end of your next turn. setting your weapons ablaze. you may shift 1 square. or sling stones. and the initial target takes ongoing 15 fire damage(save ends). Flame Generation You can secrete an oil which ignites on contact with air. you may activate this power. You can shift everything into high gear when you have to.you may be seen to drink from a glass and then fill it. when you act during a surprise round. bolts. manual dexterity. and so on. Please note that things like claws are covered under Natural Weapons. you gain a +1 item bonus to damage rolls whenever you hit with a melee attack. If you hit with this attack. At 16th level. You cannot use it on weapons which rely on UPCs for charges. when you are targeted by an area power. add an additional 2d6 fire damage. Heroic Enhancement: Once per day. the item bonus increases to +5 fire damage. You gain +4 to your Reflex defense until the end of your next turn. Vestigial: You may use the daily power to change the damage type. The damage type dealt by the attack changes to fire. but only if doing so removes you from the area of the power. and the initial target takes ongoing 10 fire damage (save ends). 112 Power (Daily) Immediate Interrupt. . Epic Enhancement: Weapons you have affected with this power reduce any Resistance to fire which the target may possess by 10.MUTATIONS AND MACHINERY . Before making a melee attack. but also have some unexpected uses. Fire): Free Action. you may shift 1 square. which may have obvious glands growing on them. you may take a minor action in addition to your standard action. Heroic Enhancement: You can use this power on bullets. This square counts against your total movement. increasing to +2 at 18th level and +3 at 28th level. but gain only a +2 bonus. Appearance: The default is a reddish. arrows. with your actions occurring briefly in anachronistic order -. It is also possible that you use a telekinetic organ to vibrate molecules until they radiate heat. Paragon Enhancement: Once per encounter.PERSONAL MUTATIONS/SPECIALIZED GEAR Property: Gain a +1 item bonus to Reflex defense. the item bonus increases to +3 fire damage. Increase this to 3d6 at Epic tier. Lvl: 4+ Power (Daily. changing their damage type to cold. Use this power when you are hit by an attack which targets Reflex. the item bonus increases to +5 cold damage. Robotic: Cryonic generation circuits. Lvl: 5+ Property: You gain an item bonus to Heal checks. sheathing your sword in ice. Heroic Enhancement: You can use this power on bullets. you gain a +1 item bonus to damage rolls whenever you hit with a melee attack. and the initial target is immobilized (save ends). or this may be a more psionic/cryokinetic type power. but none of the other effects. bolts. For the remainder of the encounter. or sling stones. They get a +2 bonus to this save. When in use. Increase this to 3d6 at Epic tier. the target gains 1d6 additional hit points. and icy cold seeps out.PERSONAL MUTATIONS/SPECIALIZED GEAR 113 Frost Generation Unusual organs beneath your skin begin to pulse. but robots which use other weapons can benefit from this bit of specialized gear. increasing to 2d6 at 15th level and 3d6 at 25th level. cold mist will form around you and your weapon will clearly be ice-covered. Healing): When you use a power with the Healing keyword on an adjacent target. Healing Not only does this mutation assist you in treating fallen allies on the battlefield. the target is slowed until the end of your next turn. At 14th level. Appearance: The cold generating organs may be clearly visible. Before making a melee attack. The damage type dealt by the attack changes to cold. 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. Heroic Enhancement: When you use a power which grants a saving throw to an adjacent ally. At 24th level. you may activate this power. arrows. Lvl: 4+ Power (Daily. . Healing): Beginning at 20th level. Power (Encounter. he gains a +1 item bonus to that save. as follows: Level 5 10 15 Bonus +2 +3 +4 Level 20 25 30 Bonus +5 +6 +7 Table 15 Healing Hands Bonus Table Power (Daily.MUTATIONS AND MACHINERY . Paragon Enhancement: When you score a critical hit with a weapon which has been affected by this power. changing their damage type to cold. and the initial target is slowed (save ends). If you hit with this attack. This bonus damage is cold damage. You cannot use it on weapons which rely on UPCs for charges. Cold): Free Action. add an additional 2d6 cold damage. Epic Enhancement: Weapons you have affected with this power reduce any Resistance to cold which the target may possess by 10. it gives you an amazing pick-up line. Robots with built-in weapons would probably just take liquid N2 emitter (freezing). the item bonus increases to +3 cold damage. Vestigial: You may use the daily power to change the damage type. Healing) Minor action. Leechpalms It's OK that no one wants to shake hands with you. Paragon Enhancement: Instead of being healed when you use the encounter power. You don't need them. Scavengers have made good use of the Ancestor's "lifeleech" technology. the target takes an additional 1d6 points of damage and you heal 1d6 points. If you hit. or pulsing suckers. and you heal hit points equal to your surge value. Phasing A simple act of will. At 3rd level. Appearance: Your palms or fingertips contain sharp-toothed. when an adjacent ally spends a healing surge. Epic Enhancement: You may apply the healing effects of either the encounter or daily powers to an adjacent. increasing to 4 at 16th level and 6 at 26th level. you may use the encounter power as a daily power. Healing): Make an unarmed melee attack against Reflex defense. The creature may spend a healing surge. the next time you hit a target creature with an unarmed melee attack before the end of your next turn. or you might sprout thousands of writhing cilia that ooze regenerative chemicals. and your hands become as air. or other vile adornments. It's cool. really. Lvl: 6+ Property: Whenever you score a critical hit with a melee attack. Heroic Enhancement: Increase damage done and healed by the encounter power to d8 instead of d6. the target loses a healing surge. Or let you hug them. then regenerate when the work is done. ghostly echoes of flesh. including training. blood-hungering mouths. and sonic fields that enhance cell growth. willing. Epic Enhancement: As a minor action. if it has none. Appearance: Healing hands can sometimes appear as a soothing glow that surrounds the flesh as you work. you do not deal normal damage. This form of specialized gear represents a wide range of possible items. Or. you're draining an enemy's vitality to amp up your own internal repair mechanisms. You may use this power as an Encounter power at 16th level. they heal additional hit points equal to this mutation's bonus to heal checks. Vestigial: You gain the property as written. Instead. After you use this power. Power (Daily. even look at you unless you've got gloves on. or tiny stinging cilia. heal your surge value plus your Constitution modifier. . Power (Encounter. you may instead make an immediate saving throw at +2 against any one ongoing effect a save can end. instead of to yourself.MUTATIONS AND MACHINERY . Another possibility is that your hands become wounded and bloody as you heal a friend. Robotic: Medical equipment. Vestigial: You gain a +1 item bonus to Heal checks. it heals to 1 hit point. ally as a free action. you heal 2 points of damage. This increases to 2d6 at 16th level and to 3d6 at 26th level. built-in surgical tools.PERSONAL MUTATIONS/SPECIALIZED GEAR 114 Paragon Enhancement: Once per encounter. you can touch an adjacent dying creature. doing 1d4 damage and healing 1d4 damage. At 26th level. Robotics: Lifeleech connection. gaping. why shouldn't you? When you heal with this power. and are placed into stasis when they enter 1 If I have to explicitly spell out how handy this can be for. weighing no more than a pound at most. and grab and hold small items. Power (Daily) Free action. Paragon Enhancement: When you score a critical hit with a melee attack. up to the size of a small dagger. the target is dazed until the end of your next turn. . you do an additional +1d6 psychic damage. the target is stunned (save ends). lit matches. when you make a melee attack which targets Armor Class. though you may have unusually pale. This power may work by partially shifting your hands into another dimension. you may target it against Fortitude instead.. live grenades. Portal Palms Coin? What coin? I don't see any coin here. In addition. Any items to be placed into it must be able to be comfortably held in one hand.MUTATIONS AND MACHINERY . you choose which target this power applies to. skin. Robotic: Vibrational attunement device Appearance: When inactive. Living creatures must be willing or helpless (and very small). causing extreme pain. Time does not pass within this pocket. Epic Enhancement: When you score a critical hit with a melee attack. A second minor action reverses this. and the DM should adjudicate what can and cannot be done with it. Vestigial: You may use the property once per encounter. or perhaps you telekinetically shift atoms out of your way. recalling it is a minor action. Power (At Will) Minor Action. Lvl: 2+ Property: You have the ability to teleport small objects from your hands to an extradimensional pocket and then recall them at will. it is obvious that your hands are ghostlike. Your melee attacks ignore the insubstantial property. gaming as I knew it is dead.1 This pocket is a cubic foot in size and can hold up to 20 pounds.PERSONAL MUTATIONS/SPECIALIZED GEAR Lvl 4+ 115 Property: You can reach through solid objects! You can reach up to your wrist. increasing to 4d6 at level 14 and 6d6 at level 24. 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 Table 16 Phasing Hands Thievery Bonus The possibilities of this ability are highly variable. remembering that you cannot see into solid objects or through a wall. but do half damage against creatures without that property. You partially solidify your hand in your target. if you choose to expend a healing surge. this power normally has no manifestation. or vibrating your hands so fast they pass between atoms. If your melee attack hit more than one target. When active.. Use this power after you have hit with a melee attack. Placing an item into the pocket is a free action. Heroic Enhancement: Once per encounter. almost translucent. or other such things. The target takes an additional 2d6 psychic damage. Only one item can be placed or recalled per turn. say. those which can easily be held in one hand. Lvl 5+ Property: You gain a +2 item bonus to Thievery checks. Robotic: Gallifreyan storage unit. Detecting this "signature" is part of the general roll to detect the act of thievery itself. you gain the following power: Power (Daily): Minor Action. if you roll a natural 1 on a melee attack roll while wielding a light blade or claws. Robotic: Ball-joint manipulators . Property: You gain a +2 item bonus on rolls to maintain a grab. Twisting Grip Your wrists allow your hand to rotate a full 360 degrees. you can place any item which you can hold in both hands and which will fit within the limits of the pocket. to 4 cubic feet and up to 80 lbs. Once per encounter. By spending a healing surge. Paragon Enhancement: You gain the same item bonus to Acrobatics checks as you do to Thievery checks. "pinging" noise. In addition.PERSONAL MUTATIONS/SPECIALIZED GEAR 116 the pocket. When inserting or retrieving items. Appearance: This mutation has few visible signs when not actively being used. and so on. in that case. You also gain an item bonus to Thievery checks to hide or conceal objects. no ongoing affects or conditions apply. the DC is equal to the mutant's passive Bluff check. 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. you are considered to have a built-in sling.). there may be some kind of telltale flicker. unless someone is watching explicitly for it. and your fingers are multijointed. shimmer. Add the Thievery bonus granted by this mutation to the attack roll. Paragon Enhancement: Storage space is doubled. Epic Enhancement: Storage space is doubled again. Make an unarmed attack of Dexterity vs. etc. or to pick pockets. So long as you have "ammunition" stored up. they have no perception. Your ability to manipulate small objects is unparalleled. Vestigial: You have a +1 item bonus to Thievery checks and may use the Power as a Daily Power. increasing to +4 at 15th level and +6 at 25th level. The first time in an encounter that you use this ability. you do not fall from a Climb check unless you failed by 10 or more. you can send an item hurling out at considerable speed. Recalling this item does not require a healing surge. Reflex. Power (Encounter) You can perform a Thievery (sleight-of-hand) check as a free action. do 1d8+Dexterity modifier damage and target is at -2 to all defenses until the end of your turn. This can only be done if your hand is empty. you may seek to escape a grab as a minor action. Heroic Enhancement: With a flick of your wrist. In addition.MUTATIONS AND MACHINERY . Epic Enhancement: When wielding a light blade or claws. you score a critical hit on a 19-20. Heroic Enhancement: Once per encounter. (They can take no actions. If you hit. Stage magician and masters of 3-card Monte alike envy you. you may immediately make a melee basic attack against the same target you just missed. distortion. your target is considered to grant you combat advantage due to surprise. or wriggling cilia. such as rogues choosing reactive instinct or defenders (who tend to get mobbed) choosing third eye. This is not Harrison Bergeron: The RPG. while items come and go. Property: You gain a +4 item bonus on Nature checks involving Beasts.PERSONAL MUTATIONS/SPECIALIZED GEAR 117 Appearance: Your hands and wrist are clearly altered from the humanoid norm. are better modeled as Heritage Mutations. Trigger: You are included in an attack by a Beast. vet-bots. granting you an instinctive understanding of the ways of animals. Second. If there are no other targets. The attack is not expended. the Beast must choose another action. so most of the abilities scale with level. not to Mutant Beasts or Magical Beasts. Such mutations often include new neural lobes specialized towards particular skills. Any creature you use as a mount gains a +1 to all defenses while you are mounted.the abilities are intended to be always useful in typical adventuring situations -. The Nature check bonus increases to +6 at 12th level and to +8 at 22nd level. as it should be. 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. Heroic Enhancement: You are not penalized for not speaking the "language" of any Beast you attempt to Intimidate. There are no "traps" here -. this is due to the fact that skill bonuses. and since players have free reign to pick them. Robotic: Nonsentient Behavioral Programming. Bestial Lobe Lvl: 1 This section is one where many of the powers differ somewhat from typical magic items of the same slot. Appearance: This mutation may be a purely mental one.) .MUTATIONS AND MACHINERY . mutations are intended to be forever. someone who wants +2 Perception. multijointed. Epic Enhancement: You may use the Daily power as an encounter power. (A Beast with the (mutant) keyword is still a Beast. and zookeepers. some forms of mental power are included here.but some are more useful to some characters than others. or animal-like traits.) Special: This power applies only to Beasts. or whatever. such as wilderness tenders. A part of your brain is feral and wild. Effect: The beast alters the target(s) of its attack so that you are no longer included. Paragon Enhancement: You may make opportunity attacks against Beasts which shift. First. for example. will get it. HEAD MUTATIONS Mutations of the brain and senses occupy this slot. Your fingers may be long and agile. etc. or special sensory organs. Robots with specialized gear in this slot usually contain specialized computer processors or unique software. In addition. or it may have physical manifestations. Power (Daily): Immediate interrupt. (A mutant animal with this mutation may be especially wild seeming. You also gain a +1 to Armor Class and Reflex defense against attacks made by bloodied beasts. such as a distinctly primitive or atavistic appearance. This form of specialized gear is often found in robots who worked with animals. barring some exceptional circumstances or an investment of resources. such as Handle Animal. You may only do this once per encounter. it does not count against your daily power uses. declared when you roll Initiative. you may force them to reroll it. Trigger: Someone charges you. Multiple Lobes Your brain has several additional chunks of tissue.MUTATIONS AND MACHINERY . This has a number of useful advantages. as a free action. and you do not like the result. you may make an Insight check against an enemy's Will defense. Epic Enhancement: Once per day. you gain Resist 5 (Psychic) against all future attacks from the same source. when you take psychic damage from an attack. increasing to +4 at 13th level and +6 at 23rd level. This bonus lasts until the end of your next turn. Effect: You may shift 1 when they end their charge and before they make their attack. Paragon Enhancement: You gain a bonus to Insight checks made to understand "local" languages. you gain a +2 to all defenses against the next attack he makes which includes you. This lasts until the end of the encounter. If you succeed. or other weird things. Epic Enhancement: Once per day. Paragon Enhancement: If the triggering attack still penetrates your Will defense. . if this power is expended and you are bloodied. Lvl: 5+ Property: Gain a +1 item bonus to Will defense. Power (Daily) Immediate Interrupt. Vestigial: Gain a +1 item bonus on Bluff checks. If you use it before the end of the encounter. Use this power when you are hit by an attack which targets Will. you take half damage. You gain +4 to your Will defense until the end of your next turn. Robotic: Advanced Social Adaptability Protocol Appearance: This power manifests more in behavior than physical form. that reinforce normal mental structures and shift other thought processes to regions not easily targeted by mental attack. this power is focused through antennae. increasing to +2 at 15th level and +3 at 25th level. but you can think like him. as per the rules on page 351. Power (Encounter): Immediate reaction. and finish other people's sentences for them. You instinctively mimic accents and body language. Heroic Enhancement: You may sustain this power for an additional turn as a minor action. once per encounter. Robotic: Crystalline circuits: Your mind interfaces with specially grown and structured crystals which react differently to mental assault than normal robotic AI systems. you may become an "ally" of the source of the attack for purposes of determining if the attack affects you. Vestigial: Gain a +1 bonus to Will defense for one encounter. Lvl: 3 Property: Gain a +2 item bonus on Bluff checks. the daily power recharges. when you are included in a power which has the Area and Psychic keywords. In addition. Heroic Enhancement: Once per encounter. strange hairlike tendrils. Sometimes. Power (Daily): If someone makes an Insight check to penetrate your Bluff check.PERSONAL MUTATIONS/SPECIALIZED GEAR 118 Mentamorph You can't really look like the other guy. . you know the square they are in and may react (such as taking opportunity actions) as appropriate. At 16th level. or sometimes brain tissue visible through a transparent carapace. Appearance: Usually. Robotic: Enhanced auditory sensors. or snakelike and hypnotic. or a "radar dish" like organ on his head. increase to Int+4 or Cha+4 and target is immobilized (save ends). Lvl: 1 Power (Daily): Standard Action. or large drumlike membranes on his shoulders. Paragon Enhancement: You may target two creatures in the burst with this power. Close Burst 10. Epic Enhancement: You may use this mutation's power as an encounter power. one target in burst. some sort of dramatic particle effect. if you only tried. Others say you could fly. Effect: Target is slowed (save ends). you take no penalty due to concealment. often manifesting in asymmetric brain growths. increase to Int+6 or Cha+6 and target is restrained(save ends). Special: Choose either Intelligence or Charisma as the attack attribute when this mutation is selected. When the power is being used. Paralytic Gaze A simple glance is all it takes to freeze your foes in their tracks. Heroic Enhancement: Saving throws made against the effects of this power are at -2. is appropriate. Property: You gain a +2 item bonus to initiative checks. Oversized Ears Some say you are the avatar of P'row. Lvl: 1 Property: You have a +2 item bonus on Perception checks. Heroic Enhancement: If a creature with partial concealment moves more than half their speed. Stance):Minor action.PERSONAL MUTATIONS/SPECIALIZED GEAR 119 Appearance: This is the classic "big head" mutation. However. Reactive Instinct You always seem to know when it's time to fight. Appearance: The characters eyes may be particularly large and piercing. you gain Vulnerability 5 (Thunder). If the creature is adjacent to you. At level 11. very large ears. This power does not affect blind enemies. Make an attack of either Int+2 or Cha +2 against Will. such as glowing beams or circular waves. Power (Daily. they gain no concealment benefit to defenses against your attacks until the start of their next turn. At level 21. the character may have ears all over his body.MUTATIONS AND MACHINERY . increasing to +4 at 11th level and +6 at 21st level. Paragon Enhancement: You do not gain any vulnerability to Thunder damage when you use this mutation's daily power. You just know you can hear even the softest footfalls. This increases to +4 at 11th level and +6 at 21st level. this power becomes an Encounter power. the ancient god of False Hope. While this stance is active. Epic Enhancement: You gain Tremorsense 3. If a hidden creature moves within 5 squares of you. which is not being held or carried by an unwilling creature. or unusual musculature to enhance speed. glowing eyes. This grants a +2 circumstance bonus on a specific skill usage which reasonably benefits from this mutation. Robotic: Gravitic manipulation beams Appearance: Your telekinesis normally manifests visibly. This increases to +4 at 11th level and to +6 at 21st level. Heroic Enhancement: Allies within 5 squares of you gain a +1 bonus to their initiative checks.even with your ridiculous bonuses. they gain no attack benefit from flanking you. sudden changes in skin tone. Effect: You may spend a healing surge and reroll initiative. well. so do they.) Paragon Enhancement: You do not need to spend a healing surge to use this mutation's daily power. Power (At-Will. Examples include +2 on Thievery checks to pick pockets or manipulate small components. Enemies flanking you gain only +1 to hit until the stance ends. At 21st level. Power (Daily. Your weight limit increases to 50 lbs at 11th level and 100 lbs at 21st level. Property: You have a +2 item bonus on Perception checks. and move it up to 5 squares as a minor action. Stance): Minor Action. +2 on Acrobatics checks by giving yourself a small boost.. or full-body trembling. but may include fine hairs which react to stress. in the back of your head. Appearance: This mutation can show itself by particularly twitchy or jumpy behavior. At 11th level. +2 on Athletics (climb) checks as you mentally support yourself. You may use this power on one skill check per encounter. Power (Daily):Immediate Interrupt.. You must take the result of the second roll. you may take a minor action. Physical manifestations are rare. you do not grant Combat Advantage when flanked. such as pulsing veins in your forehead.PERSONAL MUTATIONS/SPECIALIZED GEAR 120 Property: Even if you have not yet acted in an encounter.. Enhancements: If you want to focus on your telekinetic gifts. (When they see you getting ready to fight. Power (Encounter): You can use your ability in a number of small ways to aid with a variety of skills. an eye. look at the Psychokinetic bloodline. Epic Enhancement: After determining initiative and before anyone else acts. This has a thousand uses around the home and office. . Trigger: You roll initiative and do not like the result -.MUTATIONS AND MACHINERY .. and so on. This bonus increases to +3 at 11th level and +4 at 21st level. You can lift an object of up to 5 lbs. usually in the form of glowing lines of energy. You may declare you are using it after you've rolled but before the results of the roll are announced. Third Eye You have eyes. Telekinesis You can lift and manipulate objects using thought alone. you grant no special bonuses or modifiers to powers which key off this event. Robotic: Combat readiness module.. Ranged 5) Minor Action. though you are still considered to be granting Combat Advantage for other purposes.. You may have some other manifestation. This occurs even if you are surprised. Backup Mentality Some people carry a spare tire. a third eye? In.PERSONAL MUTATIONS/SPECIALIZED GEAR Heroic Enhancement: If are blinded due to a condition a save can end. and are dominated. Appearance: This mutation usually causes odd bulges or growths on the head. or stunned. this increases to +10 and at level 23 it increases to +15. you may choose to be dazed instead. Trigger: You are hit by an attack with the psychic keyword. making them less obviously visible. an eye on an antennae which peers around. and second. Robotic: Secondary Optics Appearance: Uhm. Reflex. Epic Enhancement: Even when not using this mutation's daily power.MUTATIONS AND MACHINERY . you may spend the Action Point as a free action and immediately end the condition. you get a +2 on that save. or spine. or a floating "psychic eye" that orbits your head.. Blood Filtration Your internal biology aggressively attacks poisons and other contaminant. Robotic: RAID system.. they tend to increase non-armor defense. At level 13. NECK MUTATIONS Mutations of the neck and back have two effects: Firstly. enemies flanking you gain no bonus to hit. Lvl 3 +1 Lvl 18 +4 . This condition ends when the dominated condition would. and Will Property: Gain Resist 5 psychic. Power (Daily): If you have an Action Point. Epic Enhancement: Whenever you suffer the dominated condition. 121 Paragon Enhancement: When you are blinded. dazed. It can also show itself by someone switching voices and personalities regularly. nullifying much of their effect on you. but they occupy that "slot". they can provide a variety of mostly defensive powers.. Paragon Enhancement: You do not need to spend an Action Point to use this mutation's daily power. Neck mutations often involve new or enhanced internal organs. though you do still grant combat advantage for other purposes. whichever is less. Heroic Enhancement: You gain the following power: Power (Encounter): Immediate Interrupt. These mutations do not need to appear on or around the neck. you suffer only a -2 to perception checks. you know. Effect: The attacker must reroll the attack. neck. and thus interfere with any devices which may also be placed there. huge bulbous eyes that give wide-angle vision. the back of your head? Alternatively. Lvl 4 +1 Lvl 19 +4 Lvl 9 +2 Lvl 24 +5 Lvl 14 +3 Lvl 29 +6 Enhancement: Fortitude. You carry a spare brain. Vestigial: Gain Resist 4 or Resist (Wisdom modifier) psychic. You gain a +1 item bonus to Armor Class and Reflex defenses against ranged attacks. eyes in various spots on your body. PERSONAL MUTATIONS/SPECIALIZED GEAR Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude. Heroic Enhancement: When you use this mutation's encounter power. Robotic: Foreign Substance Scrubbing Device Appearance: This mutation usually has few outward manifestations. increase to 2 squares and the enemy is knocked prone. Push enemy 1 square. you gain a +2 on saves against that effect.. like an expanding puffer fish. Reflex. Robotic: Airbag. or it can manifest as a sudden burst of psychic energy. Use this power when you an enemy moves adjacent to you. not the end of it. Epic Enhancement: You may use this mutation's encounter power twice per encounter. this increases to +10 and at level 23 it increases to +15. cold. Frozen Skin Your skin is like ice. Paragon Enhancement: You gain a +2 item bonus to your Fortitude and Will defenses against any attacks with the poison keyword. Vestigial: Gain Resist 4 or Resist (Con Modifier) poison. and Will Power (Encounter) Immediate interrupt.MUTATIONS AND MACHINERY . you instinctively inflate for a second and shove your assailant away. It's slick. Lvl 3 +1 Lvl 18 +4 . Epic Enhancement: You may make a saving throw against any poison effects which a save can end at the start of your turn. At level 13. and smooth. At 13th level. push that target 1 square as well. when you are attacked. Appearance: This mutation can be very physical. Reflex. Defensive Inflation Sometimes. Paragon Enhancement: You may choose to use this mutation's encounter power when an adjacent enemy makes an opportunity attack against you. Vestigial: You may use the power as a Daily. If you're lucky. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude. Fortitude against an adjacent enemy other than one which triggered the power. you'll end up married to a 1-woman orgy. though it may cause unusual skin colors or strange reactions when the character is processing poisons out of his system.. If you hit. whichever is less. hard. 122 Heroic Enhancement: When you suffer an ongoing effect which a save can end as a result of an attack with the poison keyword. and Will Property: Gain Resist 5 poison. enemy is also knocked prone. literally. At 23rd level. you may make an attack of Strength+2 vs. as a free action. or a palpable aura of cold. . increasing to Resist 10 at level 19 and Resist 15 at level 29. and Will Property: You gain this mutation's enhancement bonus as an item bonus to all Endurance checks. as comfortable and happy as anyone can be in a monster-infested radioactive wasteland. Use this power when you are hit with a Melee attack. glassy. At level 9. starting at the end of your turn. you also gain Resist 5 to Fire and Cold damage. If the character also has heat producing mutations. This increases to +2 at 13th level and to +3 at 23rd level.MUTATIONS AND MACHINERY . Paragon Enhancement: When you use this item's daily power. Heroic Enhancement: Gain a +1 bonus to all defenses against attacks with the Cold keyword. increasing to 10 cold damage at 21st level. icy plates. Epic Enhancement: You gain the following power: Power (Encounter) Immediate Reaction. Epic Enhancement: You gain the following additional power: Power (Encounter. The creature which hit you is slowed and takes ongoing 5 cold damage (save ends both). Trigger: You are damaged by an attack. Increase to 10 ongoing cold damage at 13th level and to 15 ongoing cold damage at 23rd level.PERSONAL MUTATIONS/SPECIALIZED GEAR Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude. Robotic: Multiple Environment Operation Protocol. fire and ice may cycle across his body. Reflex. you get a +2 item bonus to all defenses against attacks that zone makes. Effect: You gain Resist 10 to that damage type until the end of your next turn. Cold): Immediate reaction. 123 Power (Daily): Free action. you also do 5 cold damage to all adjacent enemies. you are comfortable and happy. Lvl 4 +1 Lvl 19 +4 Lvl 9 +2 Lvl 24 +5 Lvl 14 +3 Lvl 29 +6 Enhancement: Fortitude. ice skin. and Will Property: You never need to make Endurance checks to resist cold weather. Robotic: Active Refrigeration Unit Appearance: This mutation usually manifests as slick. you gain Resist 2 to the damage type which bloodied you. Paragon Enhancement: If you begin your turn in a zone. 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). Well. Heroic Enhancement: When you are bloodied. Vestigial: You gain +1 on Endurance checks to resist harsh weather effects. such as searing natural armor. Robots with this specialized gear have the ability to adjust a wide variety of internal systems and modify their configuration slightly as needed. Environmental Adaptation From the searing desert wastes of Nemex to the glacial realms of Kweb. but it can also be a dusting of frost. Reflex. Vestigial: You gain the property. and Will Property: For each point of bonus. . such as most pit traps. or slide effect. While in this state. Use this power when you fail a save against ongoing damage. Epic Enhancement: For every two vertical squares you fall. Vestigial: You may reduce falling distance by 10 feet once per day. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude. use the largest. and tries to make sure you stay there. Paragon Enhancement: Once per encounter. small vestigial wings. Heroic Enhancement: The first time in an encounter you must save against ongoing damage. If you have multiple mutations which reduce falling distance. you may choose to float slightly above the ground. when you are subject to a push. you reduce falling distance by 10 feet (2 squares). Heroic Enhancement: Add a +5 bonus to all Athletics (Jump) checks. Reflex. 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. not just damage. Robotic: Parachute. as a minor action. Gasbags Sure. You cannot control or direct these changes . you may slide yourself one square horizontally. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude. The mutation may also take the form of webbed gliding skin like that of a flying squirrel. this mutation manifests as self-inflating bladders filled with weightless gas that automatically 'pop out' to slow your fall. You may reroll the save. Your skin darkens in hours when exposed to bright sunlight. Paragon Enhancement: This mutation applies to all ongoing effects a save may end. and Will Property: You gain a +1 item bonus to saves against ongoing damage. drifting downwards while being held aloft by a huge organic balloon that erupts from your skin isn't very dignified. Epic Enhancement: Whenever you roll a natural 19 or 20 on a save against an ongoing effect. Appearance: By default. they're subconscious.PERSONAL MUTATIONS/SPECIALIZED GEAR 124 Appearance: Your body quickly changes to adapt to the local surroundings. the source of that effect may increase the distance moved by 1. Even if changing appearance takes a few hours. You may return to normal as a minor action. or effects which rely on ground pressure. along with excess body hair. pull. Metabolic Stabilization Your body has very firm ideas about what "normal" is. Reflex. This will allow you to not trigger any traps. all game effects occur instantly. or very weak telekinetic flight. but it beats going splat.MUTATIONS AND MACHINERY . you gain a +2 to the roll. Power (Encounter): Free action. you may immediately end a second effect which a save can end. zones. you may move up to half your speed without suffering a penalty to Stealth. Epic Enhancement: You may choose to specify a single damage type when you activate the force field. making you fade slightly from their vision. Robotic: Stealth Coating . You gain concealment against all ranged attacks made from more than 2 squares away. though it provides no light and doesn't hinder you if you're hidden or invisible. If you do. Robotic: Advanced Error Correction Vestigial: You may use the power as a Daily. Paragon Enhancement: You gain the following power: Power(Encounter): Minor action. you can surround yourself with a shimmering field of energy which briefly protects you. This requires the expenditure of a daily power. you may sustain the paragon enhancement power with a minor action. Reflexive Camouflage You subconsciously warp the perceptions of others. Reflex. When active. and is reduced by 5 against all other types.PERSONAL MUTATIONS/SPECIALIZED GEAR Appearance: This mutation has few obvious external manifestations. or you may have prominent antennae or other organs. Lvl 2 +1 Lvl 17 +4 Lvl 7 +2 Lvl 22 +5 Lvl 12 +3 Lvl 27 +6 Enhancement: Fortitude. once per day.MUTATIONS AND MACHINERY . 125 Personal Force Field With an instant's concentration. the force field is clearly visible as a glowing aura around you. Gain Resist 5 all until the start of your next turn. the Resistance increased by 5 against that type. 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 the Resist. Paragon Enhancement: The force field lasts one additional turn when activated. Appearance: The force-field may be emitted by pure psychic energy. this increases to 10 and at level 22 it increases to 15. whichever is less. Vestigial: Gain Resist 4 or Resist (Con Modifier) all. Heroic Enhancement: You may add this mutation's enhancement bonus to Bluff checks made to create a diversion. In addition. Lvl 2 +1 Lvl 17 +4 Lvl 7 +2 Lvl 22 +5 Lvl 12 +3 Lvl 27 +6 Enhancement: Fortitude. Reflex. At level 12. and Will Power (Daily): Minor Action. Vestigial: You may gain +1 to Stealth checks for the duration of an encounter (or for 5 minutes). 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. and Will Property: Gain an item bonus to Diplomacy equal to this mutation's enhancement bonus. the target is dominated until the end of your next turn or until you attack him. Effect: You may choose to spend a healing surge. If you succeed. whether strength. lightning. Lvl 5+ Power (Daily) Immediate reaction. causing your voice to carry a host of subsonic cues that warp your listener's minds.. If you do. Trigger: You save against ongoing acid. or have one of those faces no one can quite remember. WAIST MUTATIONS These mutations mostly cover physical durability. Use this power when you make a Diplomacy or Bluff check and don't like the result. You must use the second roll. fire. whichever comes first. (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. Epic Enhancement: You gain the following power: Power(Daily): Make a Diplomacy check with the DC equal to your target's Will defense.MUTATIONS AND MACHINERY . . your psychic aura makes them forget you were there. or healing. you gain resist 5 to that damage type until the end of the encounter. even if you're standing in plain sight. Robotic: Subsonic manipulation device Appearance: Your throat and neck region are very slightly inhuman. as well as many mutations of the lungs or internal organs. whichever comes first. Heroic Enhancement: The defense bonus increases to +3. Vibrational Resonance Your throat contains a number of subtle modifications. Power (Daily): Free action. Reflex. this mutation doesn't announce itself. the target is dazed until the end of your next turn or until you attack him. defense. If you succeed. and often startle people when you speak up. Vestigial: Gain the Property of this mutation. Adaptive Defenses You live. You may reroll the check. You may appear to shimmer slightly. Lvl 3 +1 Lvl 18 +4 Lvl 8 +2 Lvl 23 +5 Lvl 13 +3 Lvl 28 +6 Enhancement: Fortitude. and your body learns. cold. with unusual concavities and frills. or poison damage. Increase to Resist 10 at 15th level and Resist 15 at 25th level. and +2 to all defenses against powers which include that damage type in their keywords.PERSONAL MUTATIONS/SPECIALIZED GEAR 126 Appearance: Obviously. You have a reputation for not being noticed. for a moment.. Heroic Enhancement: You may add this item's enhancement bonus as an item bonus to either Intimidate or Bluff checks. you get the effects noted under "Special". Epic Enhancement: After the first milestone of the day.MUTATIONS AND MACHINERY . Using it again does not count against your daily power uses. you can sustain this power for an additional turn. Epic Enhancement: If you use this power. 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. This requires the expenditure of a daily power. If you do not. 12 at 15th level. and "vitals". your body shows signs of the change -. for the remainder of the encounter. and 18 at 25th level. which you can then use to ward off some attacks. By concentrating. increasing to +2 at 8th level. +5 at 23rd level. Vestigial: Gain Resist 4 or Resist (Con Modifier) Weapon. you gain the listed benefit only until the end of your next turn. Special: You may choose not to spend a healing surge. whichever is less. Property: When using this mutation to grab someone. Lvl: 5+ Power (Daily): Minor Action. you get a +1 item bonus to your attack roll. This increases to Resist 10 at 15th level and Resist 15 at 25th level. stomach.your skin may become icy or cold to shield you from fire damage. Vestigial: You do not have the option to spend a surge. any critical hit you receive from a power with the weapon keyword is treated as a normal hit for all purposes. Robotic: Structural Reinforcement Appearance: You have a coating of hard scales. or you may sweat out any toxins in your system. bone. +4 at 18th level. Robotic: Rapid Adaptability Subsystem Appearance: When this mutation is active. You gain resist 5 Weapon damage until the end of your next turn. Heroic Enhancement: Increase the resistance to 7 at 5th level. Entangling Tail Is that a tentacle? Lvl: 3+ Property: You have reach 2 when it comes to making grab attacks. Paragon Enhancement: As a minor action. and +6 at 28th level. and you do not need a free hand to grapple with. . +3 at 13th level. You may do this only once. you can knot them together into a tight shield. you can cheat at poker like nobody's business. if this mutation's daily power has been used.PERSONAL MUTATIONS/SPECIALIZED GEAR 127 Paragon Enhancement: You may choose to use an Action Point instead of a healing surge to activate this mutation's daily power. it recharges. or other useful protective modifications along your chest. Armored Underbelly People learn to regret trying to punch you in the gut. giving you a sickly sheen of poison. plates. If you're Centauri. throat. Even more importantly. If you slide them more than two squares from you. Alternatively. or anything else that looks cool and might want to date Japanese schoolgirls. Yeah. reflecting a bit of squid-like ancestry. Lvl: 8+ Property: Gain a +1 item bonus to Fortitude defense. .but this isn't required! Feel free to make it the tail of a different beast. the "ink" can be a cloud of black smoke or even a psionic "dark energy". to +4 at 13th level. Robotic: Metallic tentacle. to +5 at 18th. Some robots can extrude a "liquid metal" tendril ala the Terminator instead. Epic Enhancement: The reach of your tentacle increases to 3.PERSONAL MUTATIONS/SPECIALIZED GEAR 128 Property: If you are not using this appendage to grapple someone. Some security robots would have this feature to allow non-lethal subdual. I went there. using Dexterity+2 or Intelligence+2 (choose when this mutation is select) vs. to +6 at 23rd level. Vestigial: You may use the encounter power as a daily power. sap. If it hits. motorized. and you do not provoke opportunity attacks. with a range of 5. Iron Constitution Your body is tough. you get a +2/tier bonus on Athletics checks to grab hold when you fail a climb check. the effect is identical to the encounter power. Fortitude. but the target is blinded until the end of your next turn. It should probably match any other features you have. you can instinctively reconfigure your biochemistry to respond to sudden threats. Power (Daily): Minor Action. Ink Sacks Your lungs. or a glowing whip of telekinetic force. Make an attack as above. Paragon Enhancement: You may make up to three attack rolls with the encounter power. or internal storage unit contains a blinding liquid which can spat into the eyes of your enemies. On a miss. Paragon Enhancement: Once per encounter. each against a different target. At 13th level. i. You can mix ranged and melee attacks. The attack bonus increases to +3 at 8th level. Epic Enhancement: Your range becomes 10 squares. Heroic Enhancement: You can choose to make a ranged attack.MUTATIONS AND MACHINERY . Robotic: Ink Sacks. Heroic Enhancement: You may use the encounter power as a minor action. Power (Encounter): As a standard action. Appearance: You may have somewhat aquatic features. the target suffers a -2 to all attack rolls until the end of your next turn. with overall improvements to everything from kidney function to blood oxygenation. you may make a grab as a minor instead of a standard action. you can slide someone you've grappled one square. this effect becomes save ends. chains. and to +7 at 28th level. it's going to look like an overly long jaguar's tail -. Appearance: It's a tail. Vestigial: Gain reach 2 when making grab attacks and a +2 bonus on Athletics checks to grab hold. if you're a jaguaroid. Others have segmented. A long one. or a weird fleshy tendril covered with strange lumps. Make a melee attack against an adjacent creature. you lose the grapple. increasing to +2 at 18th level and +3 at 28th level. Lvl: 3+ Power (Encounter): Minor Action.e. you are considered to be slowed instead. . Vestigial: Gain a +1 bonus to Fortitude defense for one encounter. or restrained condition. declared when you roll Initiative. Vestigial: You gain a +1 bonus to Acrobatics checks. Property: You gain a +2 item bonus on all Athletic checks made to escape a grab. Power (Daily): Free action. This increases to +4 at 11th level and +6 at 21st level. Property: Your strength. Heroic Enhancement: You may sustain this power for an additional turn as a minor action.MUTATIONS AND MACHINERY . Packbeast Ancestry You can carry a burden few others can imagine. Epic Enhancement: Once per day. you take half damage. +3 at level 14. twisty turny thing. it is not only your spine that is exceptionally "bendy". Appearance: Mostly subtle. it does not count against your daily power uses. You are also very hard to stop or hold. This goes up to +8 at 11th level and +12 at 21st level.. You gain +4 to your Fortitude defense until the end of your next turn. but may not reroll. Heroic Enhancement: You do not grant Combat Advantage while balancing. increases by +4. You move with an oddly fluid grace and seem to flow. When using your power. Paragon Enhancement: You may use Acrobatics to attempt to escape from a grab as a minor action. +4 at level 19. Flexible Spine You twist and turn like a. Paragon Enhancement: If the triggering attack still penetrates your Fortitude defense. Despite the name. though you probably have some slight oddities in terms of skin color. Use this power when you are hit by an attack which targets Fortitude. increasing to +2 at level 9.PERSONAL MUTATIONS/SPECIALIZED GEAR 129 Power (Daily) Immediate Interrupt. Power (Daily): You may reroll a failed acrobatics check. If you use it before the end of the encounter. if this power is expended and you are bloodied. you gain a +4 bonus on your next attempt to escape made before the end of your turn. or drag load only. The slowed condition ends when the immobilized would. You may only do this once per encounter. rather than walk. Heroic Enhancement: You gain a +2 bonus on all saves to end a slowed. almost serpentine. your body visibly shifts and mutates as your organs slide rapidly into new configurations or your liver grows a new lobe. Epic Enhancement: You may attempt to escape from a grab as an immediate reaction to being grabbed. and even a cursory medical examination will show your unusual internal structure. +5 at level 24. Lvl: 4 Property: You gain a +1 bonus to Acrobatics checks at level 4. If you fail. If you are immobilized. heavy. you are considered one size category smaller for purposes of squeezing. Robotic: Non-rigid exoskeleton Appearance: Your body is amazingly flexible. for purposes of determining normal. the daily power recharges. and +6 at level 29.. In addition. immobilized. You gain a +1 bonus to Reflex defense against melee attacks. and you may mix them with implants. Heroic Enhancement: Increase damage done by this mutation's property by 2. and your bone structure is not quite human. page 328). especially for plantoids. Vestigial: You do 1d4 damage to grabbing creatures. bone spurs that emerge from the skin and then retract. You are often the sudden "new best friend" of anyone who has to move next weekend. Like all mutations. (See also Implants (Rings). Spined Torso Normally. as needed. you can extend them. they don't "go away" easily. Robotic: Cargo handling Appearance: Your muscles are huge and knotted. (Armor does not interfere. Lvl: 5+ Property: Enemies which grab you take 1d6+your Constitution modifier damage at the start of their turn. After doing this. 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). of course!). the innate instability of his genetic structure begins to assert itself. Epic Enhancement: You may save against any effect which imposes a slowed.) Options can include thorns. rows of sharp quills or spines which can lie flat or jut out. At least there's pizza in it for you. Such things are termed Greater Mutations. a permanent set of spiked horns. Appearance: Typically. The effect must be one which a save can end. Paragon Enhancement: When you use this mutation's daily power. Mechanically. or restrained condition as an immediate reaction when you are hit by the attack. you are slowed until your next short rest. your lower quills lie flat against your skin. granting him new powers far greater than any he had before. or a sudden flare of damaging energy. you may inflict your Constitution modifier in damage on the creature which was grabbing you.PERSONAL MUTATIONS/SPECIALIZED GEAR 130 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. greater mutations occupy the same "item slot" as Rings do. so if you have two greater mutations and then find some implant you really want. GREATER MUTATIONS As a mutant spends time in the world. When you escape from a grab. Abilities he never knew he had may begin to manifest. but if you want some added defense from people who get too touchyfeely. You can have one or two. increasing to 2d6+Con modifier at 15th level and 3d6+Con modifier at 25th level. too bad (unless you have Unstable Mutation feat. fighting for his life.MUTATIONS AND MACHINERY . immobilized. using his natural gifts in new and exciting ways. don't ask why. so long as the total is not more than two. Vestigial: This power is active from first level. . Power (Daily) Free action. you may inflict damage on all enemies adjacent to you. Robotic: Lethal countermeasures. Lvl 18 Property: You gain Resist 10 (Atomic). Minor scratches and bruises (below the level of actual damage) simply vanish in a second or two. to +6 at 24th level. Any creature which has a power with the atomic or blight keyword. you may roll twice and use either result. you may use this power again before the end of the encounter. Power (Daily): Free action. and a mutant may freely pick one such mutation when they reach an appropriate level. loses concealment from you if they are within 5 squares.MUTATIONS AND MACHINERY . Until the end of your next turn. You gain regeneration (5) until you are no longer bloodied. or which wields a weapon which does atomic or blight damage. your wounds visibly close. following the "mutations are items" design model. he may grant a greater mutation. Power (Encounter): Immediate reaction. You ignore all damage from that source and instead heal as much damage as you would have taken (do not subtract your resistance). Paragon Enhancement: You gain an item bonus to Endurance checks equal to the bonus to your healing surge value. Accelerated Healing Lots of things can hurt you. If you have reached a milestone today. this increases to regeneration (10) at 24th level. if a DM wishes to give a lower-level character a "15th level" item as part of their treasure. Property: You can "see" atomic radiation. and to +8 at 29th level. Expend a healing surge but do not gain any hit points. Use this power when you take atomic damage. This increases to +4 at 19th level. 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. but not for long. Paragon Enhancement: You gain Resist 5 (Blight). . This increases to Resist 15 at 28th level. Robotic: Advanced Self-Repair Nanites Appearance: When active. Greater mutations have no vestigial effects. Epic Enhancement: Gain the following power: Power(Daily): Minor Action. the only outward sign of this mutation is an unusual sheen of health and vitality in a world filled with disease and danger. all creatures which being their turn adjacent to you or which move adjacent to you take 3d10 atomic damage.PERSONAL MUTATIONS/SPECIALIZED GEAR 131 All greater mutations are considered to be 11th level or higher. which does not count against your daily power or item uses. When inactive. Epic Enhancement: Whenever you save against an ongoing effect which has the poison keyword. Lvl: 14 Property: You gain a +2 item bonus to your healing surge value. with scars fading into nothingness. Use this the first time in an encounter that you are bloodied. Atomic Power The same force which ended the world can extend your life. which increases to Resist 10 at 28th level. However. 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. Cryokinetic Field Your body radiates extreme cold. Any creature who moves into or starts their turn in this field takes 2d10 cold damage. If you have reached a milestone today. at least not effectively. which uses one of your other hands as your "free" hand. Epic Enhancement: Your daily power always slows targets. In other words. you have pale or bluish hair or skin.PERSONAL MUTATIONS/SPECIALIZED GEAR Robotic: Nuclear batteries 132 Appearance: You may possess a slight glow. to which you are thankfully immune. You do not need to make Endurance checks to resist environmental cold. Geiger counters go off near you. 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". swap an item from one hand to another or change your "active" hands as a free action once per turn. and then declare a "grab" maneuver. provided both weapons are currently being wielded by the correct number of hands. or a gun. Until the end of your next turn. even when not actively using this power. or a one-handed weapon and a shield. pulsing flares of light are visible around the wounds. When actively using this power. You may make two basic attacks. you can wield a two handed weapon. hold a two-handed weapon. Power (Encounter): Standard Action. but not a two handed weapon and a shield. limbs. on your turn only. Any arms mutations you have apply to all of your arms equally. and only targets enemies. . and the area around you is noticeably chill. with two different weapons. Robotic: Cryonic operations Appearance: You have the whole 'Jack Frost' thing going on. You can. If you have reached a milestone. Paragon Enhancement: Your daily power expands to a burst 3. Others nearby? Not so lucky. functional. or telekinetic fields of force you can control as if they were physical arms. for example. tentacles. Four Armed Half an octopus.MUTATIONS AND MACHINERY . you radiate a zone of intense cold in a burst 2 surrounding you. These can be arms. Property: You gain a +4 item bonus on all attempts to escape a grab. as do any arms-slot items. Lvl: 16 Property: You have two additional. You can. but you can still only use two hands at once for normal purposes. one hand performs the grab. a power cell. but you do not drop the weapon and could attack with a one handed weapon held in your other (fourth) hand. Power (Daily): Minor action. however. such as a shield. they are immobilized instead or being slowed. You have four "hands" for purposes of holding items. and your skin may be unusually warm to the touch. (Two hands hold the sword. Lvl 15 Property: You gain Resist 10 (Cold). Even if you're not covered with icicles. one hand holds the one-handed weapon). they are also slowed. an extremely prehensile tail. increasing to Resist 15 (Cold) at 25th level. You do not need to make Endurance checks to resist extreme environmental heat. Lvl 20 Property: You are always considered to have concealment. a bifurcated tail. a single set of "arms" that splits in two below the elbow. and the source of the attack may take a different action. and so on. Epic Enhancement: Your daily power does 3d10 fire damage. You can swap them during a short rest. If you have reached a milestone. Paragon Enhancement: Power (Daily) Immediate Interrupt. they are weakened (save ends) Robotic: Excess Heat Venting . Only one at a time can be effective. or see you as subtly merged with the local conditions. Appearance: You simply blend in with your surroundings without trying.MUTATIONS AND MACHINERY . increasing to Resist 15 (Fire) at 25th level. The source of the attack must choose another legitimate target. Any creature who moves into or starts their turn in this field takes 2d10 fire damage. Robotic: Multiple Manipulator Modules Appearance: Typically. Paragon Enhancement: Your daily power expands to a burst 3. and only targets enemies. this lasts until the end of your next turn. Gain total concealment until the end of your turn. It is also possible to have two tentacles. the attack is canceled but not used or expended. they don't really see you. Power (Daily): Minor action. If there is no such target. Epic Enhancement: You may use your encounter power twice per encounter. Use this power when you are targeted by a melee or ranged attack. If you have reached a milestone today. you radiate a zone of intense heat in a burst 2 surrounding you.PERSONAL MUTATIONS/SPECIALIZED GEAR 133 Paragon Enhancement: You can have two different arms slot mutations or items. Other people either look away from you. Psychic Blur Even when people look at you. or as a standard action once per encounter. Until the end of your next turn. they are also weakened until they leave the zone. the second pair located below the primary pair. Power (Daily): Minor action. four arms. after weakened targets leave the zone. Epic Enhancement: You suffer no penalties to Stealth checks from moving. 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). Robot: Holographic distortion field. If you have reached a milestone today. arms arranged radialy around a central axis. though anything taken as a consequence of it may be. Any bonuses or penalties to the saving through apply to this "roll" of 20. Snow and ice melt around you. this ability lasts until the end of your next turn. then "recalling" it later. and sometimes "wrong" or "non optimized" combinations can be the most fun to play or just fit a character concept. though nothing mandates this.BLOODLINE MUTATIONS 134 Appearance: Even when the power is not active.. it doesn't matter. often becoming larger. 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. really. noticeable to anyone who comes within two squares of you. Paragon Enhancement: You gain low-light vision. "forgetting" about an ability for a time. It's just cool. but that's in the future.it can also be the case that the character is choosing to focus on his training over his natural gifts. Once taken. your DNA and a spider's got seriously mixed up.MUTATIONS AND MACHINERY . or other visual organs. BLOODLINE MUTATIONS Bloodline Mutations require that the character take the appropriate Bloodline Mutation feat. While you are predominantly of . Power (Daily): Free action. If you already have low-light vision. you may choose not to roll and instead be considered to have rolled a 20. it may seem as if a character is growing or losing various body parts. this feat cannot be retrained. you gain darkvision. or a really. Robotic: Radar scanners Appearance: When this greater mutation manifests. and cover and concealment can be ignored. or growing a second set of pupils. science fair experiment gone wrong. By focusing your vision across many wavelengths. For this reason. Bloodline names are usually adjectives. Very likely. These can be added to the character's race. Epic Enhancement: Any time you make a saving throw to end the blinded condition. Spectral Shift Your eyes see into far spectrums of light. a character may have only one Bloodline Mutation. you are extremely warm. nanotechnology. Lvl 15 Property: You gain a +2 Item bonus to Perception checks. Because it's possible to retrain a 'replacement' power by retraining the feat which grants it. Normally. this design space will be covered by cybernetics or some such. or vice-versa. While this may indeed be what's happening -. invisible creatures become visible to you until the end of this turn. Tiny wisps of flame will appear across your skin at odd moments. it is best to pick a bloodline which synergizes with your class and strongest attributes. this change becomes even more obvious. and nothing remains hidden from you for long. OK? There are no robotic equivalents for bloodline mutations. will change in appearance slightly. Teleportation accident. the character's eyes. good orgy. though a DM may permit otherwise.in the chaotic mess of radiation. When the power is being used.. there's no telling what's going on -. ARACHNID BLOODLINE Somewhere along the lines. increasing to +4 at 20th level and +6 at 25th level. for example "Venomous Bearoid". If you have reached at least one milestone today. and genetic engineering that is the body of an Earth Delta mutant. or taking on an eerie glow. HUNTER'S STRIKE [ARACHNID BLOODLINE] Prerequisite: 11th level. deep-rooted instincts well up and he cannot control his fear. you may move your speed. You may have a cluster of vestigial. A light fur. Attack: Dexterity+2 or Constitution+2 vs. Prerequisite: Mutant Benefit: You gain several small benefits from your heritage. arms or legs growing in odd places on your body. Lastly. Just roll with it. fighting lightning-throwing armadillos. you only fall if you fail by more than 10 (or by more than 4 if you are clinging to the ceiling. But. useless. and to Dexterity+6 or Constitution+6 at 21st level. Arachnid Bloodline Benefit: The areas of your web spitting and trapping spray powers increase by 1.MUTATIONS AND MACHINERY . you may pick one of the following abilities: Spider Walk Feat Power This whole "up" and "down" thing just confuses you. you show a preponderance of spider-like traits. really. it makes very little biological sense how spinnerets migrated to your mouth and produce tremendous amounts of silk in a single gout. dude. as are mandibles. You have a +2 bonus to all Charisma skills used against NPCs with the "Spider" keyword. may cover your forearms.) Web Spitting Feat Power True. . GREATER WEBS [ARACHNID BLOODLINE] Prerequisite: 11th level. Multiple eye clusters are common. mutant animal. but how it manifests is up to you. you're in a party with a talking tree. Reflex. It's a fairly trivial distinction. Arachnid Bloodline Benefit: You gain the following power Panic The Prey Feat Power Once a foe realizes the true nature of what has ensnared him. restrained. PANIC THE PREY [ARACHNID BLOODLINE] Prerequisite: 11th level. ARACHNID BLOODLINE [BLOODLINE MUTATION] You share ancestry with a spider. You gain the "Spider" keyword. or slowed. Appearance Your ancestry is clear. oddly sticky. or even mutant plant!). At-Will Move Action Effect: Whenever you make an Athletics check to climb a surface. You can climb on horizontal surfaces if you are carrying less than half of your normal load. Increase to Dexterity+4 or Constitution+4 at 11th level. Hit: Target is immobilized (save ends) Special: Choose the attack attribute when you select this power. Arachnid Bloodline Benefit: You gain combat advantage against any creature which is immobilized. Encounter Minor Action Close blast 3 Target: All creatures in blast.BLOODLINE MUTATIONS 135 your chosen race (mutant human. If you fail an Athletics check. Any creature hit is immobilized (save ends). 136 SILKEN STEP [ARACHNID BLOODLINE] Prerequisite: Arachnid Bloodline Benefit: You do not suffer any penalty to stealth from moving. The Attack is +7 vs. Trapping Spray Feat Power The area becomes filled with fine fibers. Any enemies adjacent to you when you land suffer a -2 to their next attack roll and grant combat advantage to you until the end of your turn. . Trapdoor Leap Feat Power You spring from your hiding place and terrify your foes.BLOODLINE MUTATIONS At-Will Fear Minor Action Close burst 5 Target: One enemy in burst whom you have hit with an attack power this round. Webline Feat Power You can spit a long string of webbing at a distant target. SELECTIVE FIRE [ARACHNID BLOODLINE] Prerequisite: Arachnid Bloodline Benefit: You may exclude any creature you wish from the areas of the powers which come from this bloodline. This power is also very handy for retrieving that UPC you just dropped down into the ancient sewer. Reflex. Any creature which enters or starts their turn in the zone is attacked.MUTATIONS AND MACHINERY . WEBLINE [ARACHNID BLOODLINE] Prerequisite: Arachnid Bloodline Benefit: You may substitute the following power for any Encounter Attack power of 3rd level or higher. Otherwise. Encounter Zone Standard Action Area burst 2 within 10 Effect: This power creates a zone which persists until the end of the character's next turn. 11th level Benefit: You may substitute the following for any Utility power of level 10 of higher. Encounter Move Action Requirement: You must be hidden from all enemies within 5 squares of you. Effect: You jump up to your speed. TRAPDOOR LEAP [ARACHNID BLOODLINE] Prerequisite: Arachnid Bloodline. clearing obstacles up to 3 squares in height. and haul them back to you. the zone is difficult terrain. Sustain Minor: The zone persists. which latch at anyone who walks through. Effect: Push target one square. TRAPPING SPRAY [ARACHNID BLOODLINE] Prerequisite: Arachnid Bloodline Benefit: You may substitute the following power for any Utility power of level 6 or higher. This is especially evident in how it handles mind controlling effects. friend.. the controller's Charisma. A thrall is someone who is mind controlled but retains some measure of his own personality and memories. or anything else you can imagine. At the DMs discretion. but it also offers a weakness -. especially with regard to dominate powers being used on players ("Ha ha. pheromone generation. The upshot it. you can make someone make a basic attack against an enemy. other people are not just an open book to you -. and you've got full editor privileges. or with giving players control over a powerful monster's one-shot attacks. However. 137 EMPATHIC BLOODLINE You can feel other people's pain. especially in situations where power use is problematic. he considers his controller to be his best. what with them being all mopey and emo (or.they're an annotated wiki full of hyperlinks. Solo creatures may not become thralls unless the controller is more than 5 levels higher than they are. I think something is lost by turning the world into five minute blocks. and pull target 3 squares. ordering the thrall to take actions violently contrary to their nature or which are obviously suicidal may allow the thrall to break out. and cause it. full of crap like 'Your pain. even worse. For the most part. Hard DC.) . this is an opposed roll of the thrall's Wisdom vs. really.BLOODLINE MUTATIONS Encounter Standard Action Ranged 3 Target: 1 creature Attack: Dexterity+2 vs. or incredible subconscious instincts relating to perceiving and sending cues via body language. unless you wish it to be.. The subtle keyword provides a powerful advantage. 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 -. He will never directly attack the controller and will treat anyone who does as an enemy. but the powers which create a thrall are. But I digress). Breaking someone out of thrallhood is usually a skill challenge. There's some solid game design reasons for this.if you're found out. the controller must spend at least 5 minutes each day with the thrall. or your skin changes color like a living mood ring. The controller may dominate a thrall as a minor action. The choice is yours and must be made when this Bloodline is chosen. it is like the sweetest wine! Come. However. if you wish -. and so. the target is much harder to affect. let me drink of your tears! Bwahaahah!'.. as it's sort of hard to be a puppetmaster when the puppet's strings are huge. A thrall who gains his freedom gains a +2 to all defenses against the former controller. THRALL Some powers allow the creation of a thrall. lines. or maybe there are glowing lines and a ghostly puppeteer hovering over your victims. the thrall mechanic is introduced here as a special gift for empaths. and probably really. but they're a drooling moron while they do so and it's painfully obvious they're controlled. a 4e mind control is an attack with flavor text. In order to keep a thrall controlled. At best. glowing. or maybe use an at-will power. Citation needed. Reflex Hit: 2d6+Dexterity modifier damage. and only.perhaps your eyes glow when you use your powers. melodramatic and over-the-top scenery chewing sadistic. made you use your Daily!"). provided he has line of sight. Appearance This bloodline is extremely subtle.use p. placing his needs and desires above all other things. all of your powers lose the subtle keyword. If you choose visible effects. They deserve some love. 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. You may choose to make it less so.MUTATIONS AND MACHINERY . hates him and will use all resources at their disposal to gain revenge. This can be caused by an unusual brain growth. 42. the exact skills and time required being up to the DM. and sustain this as a minor action. (Your link to a thrall is never visible. He seems normal during casual conversation and is capable of taking normal actions. A controller may have only one thrall at a time.. if you've chosen visibility. Miss: The target notices something is up. Target: The source of the attack. You suffer a -2 to all Charisma-based skill checks against that target until the end of the encounter or skill challenge. Subtle Minor Action Ranged 15 Attack: Charisma+2 or Wisdom +2 vs. Will. As a minor action. Aura Sight Feat Power You can see a person's soul as a pattern of colors and shades. opposed by a Bluff check made by the source of the power. Insight. and so on. coughing blood. EMPATHIC TOUCH [EMPATHIC BLOODLINE] Prerequisite: Empathic Bloodline . Hit: You gain the ability to see the target's feelings as a swirling halo of colors. The target does know the effects of the power. Insight. Special: Increase to Charisma +4 or Wisdom +4 at 11th level and Charisma+6 or Wisdom +6 at 21st level. Crippling Feedback Feat Power Even as your enemy's blade causes you to stagger back. and Intimidate checks. so this isn't an absolute guide -. EMPATHIC BLOODLINE[BLOODLINE MUTATION] Prerequisite: Mutant Benefit: +2 feat bonus to untrained Bluff. Effect: The target is weakened (save ends). fear. conscious and unconscious. he may make an Insight check. deception. Powers with the subtle keyword are unobvious. If he's marked. Add +5 to your next Bluff. You can see anger. Benefit: You gain the Crippling Feedback power. Encounter Psychic.MUTATIONS AND MACHINERY . Choose Charisma or Wisdom when you select this power. he knows who marked him and what happens if he ignores the mark. If he succeeds.but it's a big help. Diplomacy. suppressed feelings. he gasps in agony as your pain is echoed in him. and a +1 untyped bonus to trained checks in those skills. but isn't sure what.BLOODLINE MUTATIONS 138 NEW KEYWORD: SUBTLE The default rule is that the target of a power knows the source of the power and all of its effects. Or perhaps there was something in those brownies. or Intimidate check against the target. Any thinking being is a mélange of conflicting emotions. but he does not know the source of it automatically. Daily Psychic Immediate Reaction Trigger: You are bloodied by an attack. Special: You gain the aura sight power. he gains a +2 to all defenses against powers used by that character until the end of the encounter. Diplomacy. CRIPPLING FEEDBACK [EMPATHIC BLOODLINE] Prerequisite: Empathic bloodline. Psychic Immediate Reaction Ranged 10 Requirement: You must be bloodied. all adjacent allies gain temporary hit points equal to your charisma modifier. Masterful Trickery Feat Power Your words reverberate in your target's ears. you may choose to increase the healing done by 2d6. Miss: The target takes 3d6 psychic damage and is dazed (save ends). which allows a target to spend a healing surge. In a different world. You may substitute this for a utility power of level 10 or greater. Effect: The target takes 2d10 + your Charisma modifier psychic damage. and is dazed (save ends) You heal yourself for the amount dealt. 11th level Benefit: You gain the Shared Anguish power. You may do this until you miss or choose not to do so. Subtle Standard Action Ranged 10 Attack: Charisma+4 vs. Special: Any attack on the target by an ally immediately ends this power's effects. Aftereffect: The target gains +2 on all attacks and all defenses against you until the end of the encounter. they take you Charisma modifier in damage. SHARED SUFFERING [EMPATHIC BLOODLINE] Prerequisite: Empathic Bloodline Benefit: Whenever an enemy within 10 squares scores a critical hit on you. Shared Anguish Feat Power No matter how badly they hurt you. SHARED ANGUISH [EMPATHIC BLOODLINE] Prerequisite: Shared Suffering. You may also substitute shared suffering for a Utility power of level 2 or higher. Trigger: You take damage from an attack. twisting his thoughts until they mirror your own. you take damage equal to half the total damage healed. Daily Healing. you can make them hurt worse. on a target other than yourself. SHARED JOY [EMPATHIC BLOODLINE] Prerequisite: Empathic bloodline. Benefit: Whenever you regain hit points as a result of a power with the Healing keyword. Daily Psychic. . If you successfully sustain this power for three turns.BLOODLINE MUTATIONS 139 Benefit: When you use a power with the healing keyword. your career on talk radio would have been astounding. If you do. MASTERFUL TRICKERY [EMPATHIC BLOODLINE] Prerequisite: Empathic Bloodline Benefit: You may substitute Masterful Trickery for a daily attack power of 9th level or higher. Sustain Standard: You may choose to repeat the attack against the same target. the target has become your thrall.MUTATIONS AND MACHINERY . Will Hit: The target is dominated until the end of your next turn. Effect: The target takes 1d10 plus your Charisma modifier psychic damage. etc. To convey more complex messages. Daily Healing. you do not have hands or other manipulators and may not use any powers which require equipment. these gifts are not discovered until later in life.. and so on. You heal yourself for the amount dealt. Changing shape is a minor. You retain any enhancement or item bonuses to defenses. but nothing more intricate than such things as "Two guards" or "Covered Snare". Go. to heal yourself. merges into this form. This entire bloodline is about changing shape. Sometimes. action. 11th level or greater. you can communicate freely. Even if someone realizes that you're not really an animal. including powers with the weapon. FLUIDIC FORM [POLYMORPHIC BLOODLINE] Prerequisite: Polymorphic Bloodline . If you have Telepathy. skills. The specific animal must be chosen when this feat is selected. telepaths!) You retain your full intelligence and awareness. or the character may be sort of shapeless blob underneath it all. (Allies will probably recognize your signals for very basic commands like "Danger". Psychic Immediate Reaction Ranged 5 Requirement: You must be bloodied. By definition. unless they know of you and your abilities directly. such as your face slowly morphing from one form to another? BESTIAL FORM [POLYMORPHIC BLOODLINE] Prerequisite: Polymorphic Bloodline Benefit: You may take on the form of an animal of your size or one size category smaller .. to blend in.. EXTENSION [POLYMORPHIC BLOODLINE] Prerequisite: Polymorphic Bloodline. or are they? That's the thing. POLYMORPHIC BLOODLINE Polymorphic mutants are very rare.BLOODLINE MUTATIONS 140 Shared Suffering Feat Power You channel the pain of a wound back into your enemy.. though. "Follow". or "Stop". You gain a +10 power bonus to Bluff checks to made to resist an Insight check to see through the disguise. You may not use any powers from items or mutations. You are incapable of speech. at-will. it doesn't have a fixed. implement. or even a common. or are there vague hints of your abilities. dude. in turn. You may wish to think about how your powers manifest. Polymorphism may be due to the ability to telekinetically rearrange one's own atoms. or are with someone who does. Trigger: You take damage from an attack. they are unlikely to know your specific identity. or is it more of a physical process full of spasmodic twitches and strange eruptions? When relaxed. Appearance Uh. All of your equipment. appearance. or device keywords. though you may use body language and animal sounds to attempt to convey some meaning. do you stay "solid". your allies must make a DC 12 Insight or Nature check as a minor action. Do you soften and blur into a cloud and then reform.MUTATIONS AND MACHINERY . Dex 15+ Benefit: You gain Reach 1. just that the apparent beast is a shapeshifted mutant. and draw on his pain.. and none of your attributes or defenses change. In this form. 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. At-Will Polymorph Minor Action Effect: You can take the form of any other creature of roughly your size and shape (usually a small or medium humanoid. Special: Once you cease sustaining the power. except that he isn't holding a knife. they have no functionality as weapons. you may still seek to escape as a move action as usual. you can slide skin over open wounds and move broken bones back into place. It's just like he's looking into a mirror. and neither do your mutations. for example. but other powers might be disguised. You also gain a +2 Feat bonus to Acrobatics checks.BLOODLINE MUTATIONS 141 Benefit: You may attempt an Acrobatics or Athletics check to escape from a grab as a minor action. dispersing injuries so that they have less impact on your body overall. Natural weapons are always visible.. You gain the Morph power. This cannot raise your hit points above your Bloodied value.if the person you're imitating doesn't have horns. You may substitute regenerative shifting for any Utility Power of level 10 or greater. and you do. though they can be hidden by this power. Level 11+ Benefit: You can dramatically accelerate the healing process by moving healthy flesh over damaged tissue.MUTATIONS AND MACHINERY . moving blood vessels to contain damage. You gain a +5 Power bonus to Bluff checks made to resist an Insight check to see through the disguise. INTERNAL SHIFTING [POLYMORPHIC BLOODLINE] Prerequisite: Polymorphic Bloodline Benefit: You are capable of willing wounds to close. and otherwise rearranging your body to lessen the effects of injury. POLYMORPHIC BLOODLINE [BLOODLINE MUTATION] Prerequisite: Mutant Benefit: You gain the polymorphic bloodline. though in this game. or sharp teeth. At-Will. you gain no abilities and your gear does not change. For this reason. If you fail. Sustain Minor: You sustain the power. . it's a bit of a dead giveaway.. ) Even if you imitate claws. If you succeed. horns. (Whether or not a particular mutation becomes obvious when used is up to the DM. Regenerative Shifting Feat Power Each time you get a moment to catch your breath. it's best to carefully consider how effective this bloodline will be when combined with other powers -. This does take some concentration. You gain a +2 to saving throws to end ongoing damage. REGENERATIVE SHIFTING [POLYMORPHIC BLOODLINE] Prerequisite: Internal Shifting. you gain a +2 power bonus on your next melee attack against the person which grabbed you. Healing Standard Action Effect: You gain Regeneration 2 until the end of your next turn. there's no guarantees). you cannot use it again until after a short rest. There are no mechanical changes due to this. Morph Feat Power The green carnivorous rabbit stops and stares at you. Appearance Psychokinetic powers are visible and obvious by default. but the fact a character has such powers is more muted. Just not all at once. Other options include fields of energy or semi-solid "hands" appearing and carrying/lifting objects. or strange patterns on their skin. shouldn't have. . PSYCHOKINETIC BLOODLINE[BLOODLINE MUTATION] Prerequisite: Mutant. You'll have to imitate it for your friends later. or waving antennae that emit psychokinetic forces. Psychokinetic manifestations often involve glowing lines of force accompanied by eerie pulsing sounds. you can deflect arrows. They may have oversized frontal lobes. the source of a power and its effects are known to all targets. Armor Class. Bone Weapons Feat Power The look on your enemy's face when the sharp juts of bone skewer him is priceless. Weapon Minor Action Melee Target: One creature Attack: Dexterity+2 vs. really. RANGED MANIPULATION [PSYCHOKINETIC BLOODLINE] Prerequisite: Psychokinetic Bloodline Benefit: The range of your psychokinetic manipulation power increases to Close Burst 3. Encounter. MULTIPLE MANIPULATION [PSYCHOKINETIC BLOODLINE] Prerequisite: Psychokinetic Bloodline Benefit: You may affect up to your 1+ your Intelligence modifier targets with your psychokinetic manipulation. Telekinesis mutation Benefit: You gain the psychokinetic defense and psychokinetic manipulation powers. They really.MUTATIONS AND MACHINERY . or distract a psionic enemy's focus. and enemy is immobilized until the start of your next turn. Psychokinetic Defense Feat Power By sheer force of will. Hit: 2d8+Str damage. You may substitute this power for any encounter attack power of level 7 or greater. RAPID LEVITATION [PSYCHOKINETIC BLOODLINE] Prerequisite: Psychokinetic Levitation Benefit: Your levitation power grants you a flight speed of 8. move a foe's gun hand so that he misses. Psychokinetic mutants can manipulate objects with their mind. They can perform a wide variety of useful stunts and feats with this ability. PSYCHOKINETIC BLOODLINE They shouldn't have embarrassed you at the prom.BLOODLINE MUTATIONS 142 WEAPONS OF BONE [POLYMORPHIC BLOODLINE] Prerequisite: Polymorphic Bloodline Benefit: You gain the Bone Weapons power. As is the default for all Fourth Edition powers and abilities. ranging from hurling random items as weapons to crushing someone's throat while wheezing asthmatically. This increases to Intelligence+4 or Constitution+4 at 11th level and Intelligence +6 or Constitution+6 at 21st level. 11th level. Hit: You slide the target one square. knowing you'll either stop at the rim or plunge to your doom. Psychokinetic Leap Feat Power Your pursuers smirk as you approach the chasm. you may substitute levitation for any utility power of 10th level or greater. PSYCHOKINETIC LEVITATION [PSYCHOKINETIC BLOODLINE] Prerequisite: Psychokinetic Leap. Encounter Free Action Personal Effect: The next time you make an Athletics check to jump before the end of your next turn. Feat Power PSYCHOKINETIC LEAP Prerequisite: Psychokinetic Bloodline Benefit: You are always treated as having a "running start" when making Athletics (Jump) checks. Psychokinetic Manipulation Feat Power With a casual thought. He doesn't even realize you've done it until you suggest he look downwards. Will. Their smiles fade as you cross the broad gap in a single bound. Encounter Psychic Minor Action Close burst 2 Target: One creature in burst Attack: Intelligence +2 or Constitution+2 vs. . This lasts until the end of the encounter or until you use this power again.BLOODLINE MUTATIONS 143 At-Will Psychic Minor Action (1/round) Personal Effect: You gain a +1 feat bonus to a defense of your choice. or for five minutes. Benefit: You may reduce forced movement you are subjected to by 1 square. Levitation It takes near-total concentration and you can't move very fast. but even a little flight is better than none. You may also choose to replace a utility power of 2nd level or above with the power psychokinetic leap. you may add any unused movement to the distance jumped. and you always reduce falling distance by 10' when determining damage. This bonus distance does not count as "movement used" for purposes of determining if you fall. In addition. Daily Standard Action Personal Effect: You gain a flight speed of 3 until the end of your next turn.MUTATIONS AND MACHINERY . Then you release the power. Sustain Minor: The power can be sustained until the end of the encounter. and he falls. you slide your enemy off the cliff's edge. Special: This power can also affect uncarried objects of up to your Intelligence modifier * 5 pounds. Pyrokinetics think bad thoughts at you.MUTATIONS AND MACHINERY . When their powers are used. Special: You gain the ignite and pyroblast powers. causing extreme heat which. (Using the powers still requires concentration and staring intensely at the target. You may replace an encounter power of 3rd level or higher with pyroblast. Basically. Red hair and glowing eyes are pretty common place as well. Encounter Fire Immediate Interrupt Trigger: An enemy moves adjacent to you. or they might be extremely evident.. or nothing much at all. to hell with. Cloak of Flame Feat Power Before the enemy can close with you. Target: The triggering enemy. or he takes 2d6+your Wisdom modifier points of fire damage.. an arcing glob of organic napalm.) AMPLIFIED INFERNO [PYROKINETIC BLOODLINE] Prerequisite: Pyrokinetic Bloodline. the save is made at -2. For game purposes. Ignite We didn't start the fire. You may also substitute Cloak of Flame for one Utility power of 2nd level or higher. Appearance Depending on how the mutation manifests. it doesn't matter if this is a psionic ability. it's always obvious where the power is coming from and that you're using it. they work at range. At-Will Fire Minor Action Ranged 10 Feat Power . so no matter what the effect. scarred. Bright red or orange skin. Effect: The enemy either allows you to push him one square and end his movement. and you burn. you've got Fire Powers. stopping him and letting you slip away. and scabbed appearance. (If the target creature chose to take the damage. ah.) PYROKINETIC BLOODLINE [BLOODLINE MUTATION] Prerequisite: Mutant Benefit: +2 to save against ongoing damage from fire.. or even dragon-like features are all possibilities. small flames crackling along their hands when they get angry or use their abilities. Any time you use a power that causes ongoing fire damage which a save can end. or caused by developing napalm-spewing glands in your throat (which is also cool). and you can do Nifty Things with them. yes we did. there might be an evident line of energy. You may also shift 1 square. a blistered. a pyrokinetic might have no oddities at all.BLOODLINE MUTATIONS 144 PYROKINETIC BLOODLINE Pyrokinetic mutants have particular lobes in their brain which enable them to telekinetically excite atoms remotely. 11th level Benefit: Any attacks you make with the fire keyword gain a +1 to hit and a +2 to damage. a dazzling sheet of fire erupts. oh wait.. he continues moving as normal after your shift. CLOAK OF FLAME [PYROKINETIC BLOODLINE] Prerequisite: Pyrokinetic Bloodline Benefit: You gain fire resistance equal to 5+1/2 your level. Fortitude.MUTATIONS AND MACHINERY . Increases to 2d6+Wisdom modifier or 2d6+Constitution modifier at 11th level and 3d6+Wisdom modifier or 3d6+Constitution modifier at 21st level. he takes Wisdom modifier or Constitution modifier fire damage automatically. Clothing which provides an armor bonus of +1 or more is too thick and heavy to be affected by this power. (choose the attack attribute when you select this power) Hit: The target takes 3d6 fire and ongoing 5 fire damage (save ends). Sustain Minor: So long as you retain line of sight and range to the target. Paper. Benefit: You alter the nature of the heat you can cause to be effective even against creatures normally highly resistant to fire. So long as the target is taking ongoing fire damage. Once started. Intense concentration allows you to make even the toughest foes burn. You may do this for a maximum of 1+Wisdom modifier or Constitution modifier turns. Encounter Fire Standard Action Ranged 15 Target: One creature in range Attack: Wisdom+2 or Constitution +2 vs. . You gain the Spectrum Alteration power. as it becomes literally too hot to handle. Attack: Wisdom+3 or Constitution+3 vs. The object must be capable of being ignited by no greater heat than that of a typical torch. Until the end of your next turn. it's effective. Searing Grip Feat Power Your opponent suddenly begins to fumble with his weapon. SPECTRUM ALTERATION [PYROKINETIC BLOODLINE] Prerequisite: Pyrokinetic Bloodline. flammable. (A person whose clothes are on fire will take 5 ongoing damage. save ends. object within range and line of sight begins to burn. it will burn anyone within the area. and clothing are common targets.) It is obvious that the character is the source of the sudden flame. Pyroblast Feat Power You fix your baleful glare upon your enemy. but if the fire is not put out. Spectrum Alteration Feat Power While it's exhausting. any time the target uses a power with the weapon keyword. your attacks ignore up to 5 points of Resist (Fire). and feel a surge of joy as you see his flesh begin to wither and char at your command. At-Will Fire Free Action Effect: Spend a healing surge.BLOODLINE MUTATIONS 145 Effect: A single. Encounter Fire Standard Action Ranged 10 Target: One creature in range. SEARING GRIP [PYROKINETIC BLOODLINE] Prerequisite: Pyrokinetic Bloodline Benefit: You may substitute the Searing Grip power for any third level or higher encounter attack power. straw. it is a natural and uncontrolled flame. 11th level. The initial fire does no damage. the target also takes your Wisdom modifier or Constitution modifer in fire damage. Fortitude (choose the attack attribute when you select this power) Hit: 1d6+Wisdom modifier or 1d6+Constitution modifier fire damage. wood. Benefit: Your ignite power gains the subtle keyword and no longer requires line of sight. If you use only one of the two stored rolls. please note that this isn't "aura of stupidity" and if a given PC or NPC has been regularly using fire-based mutations or is simply always around when mysterious fires start. Attack The Future Feat Power The bullet you fire tomorrow will hit someone yesterday. your lucky numbers are 5 12 19 31 48. there are few signs of this bloodline. the damage roll. DMs. Encounter Minor Action Personal Effect: Roll a basic melee or ranged attack. Also. or streamers of inexplicably glowing power may all manifest when you use your abilities.BLOODLINE MUTATIONS Sustain Minor: Take 1d6 points of damage. you are capable of a number of useful tricks. However. and any flammable objects in that square will catch fire.) If your roll multiple damage dice. you may replace the attack roll. You may specify any square within range. 146 UNSEEN IGNITION [PYROKINETIC BLOODLINE] How could you possibly have caused that fire? You were on the other side of a stone wall. momentary shifts in lighting or weather. briefly. ATTACK THE FUTURE [TEMPORAL BLOODLINE] Prerequisite: Temporal Bloodline Benefit: You gain the Attack The Future power. you may use the other later in the encounter. You may seem to "stutter" a bit. TEMPORAL BLOODLINE It's a shame how everyone you know clumsily blunders through their limited world of three dimensions. For a second or two. Time itself is open to you.MUTATIONS AND MACHINERY . including the attack die and any damage dice. as if the film of your life had been spliced out of order. or show signs of hideous injuries which vanish just as quickly as they appeared. and set them aside. you may flicker to appear as you did a few years ago. You may choose to do this after you have seen the roll. well. though. it's pretty obvious something weird is going on. at least until they use them. in the first encounter you face after an extended rest. Appearance Normally. The power persists. you must replace all the dice rolled. At any point during the encounter when you would be allowed to make a basic attack. you . when you exist in four. 11th level. it's a good fit for those who don't want to advertise their powers too blatantly. and while you're not quite at the "blue police box and incredibly hot redheaded assistant in a sexy policewoman stripper outfit" stage. Since the abilities of this bloodline are mostly psychic. distorted flickers of other places. You immediately gain hit points as if you have spent a healing surge. Odd noises. Prerequisite: Pyrokinetic bloodline. When using your powers. even if it's not entirely clear precisely what it is. or both with the "stored" roll. BORROW LIFE [TEMPORAL BLOODLINE] Prerequisite: Temporal Bloodline Benefit: You can "steal" a bit of your own health from the future. but before the DM announces the results. let's just say the ACLU is long gone and no one's going to demand too high a burden of proof before they decide sentence first... (You can replace the damage roll for one attack and the attack roll for another. trial afterwards. you each gain a +2 power bonus to attack rolls and damage rolls against that creature. using your normal attack and damage bonuses. asking your future echo for advice about things to come is ill-advised. stepping around the claws and blades of your enemies as if they were very odd statues. you may make a skill check which normally takes a minor. Heal checks (on willing targets). He moves to flank your enemy. time begins to flicker. . STEP BETWEEN MOMENTS [TEMPORAL BLOODLINE] Prerequisite: Temporal Bloodline Benefit: You may substitute Step Between Moments for one Utility power of sixth level or higher. Daily Conjuration. or perhaps a parallel timeline. Future Echo Feat Power There's a momentary flickering. a slightly different you. and has your Speed. Because there are millions of timelines branching at any given moment. You do not provoke opportunity attacks. and there "you" are. Daily Move Action Personal Effect: You move your speed. when you are both adjacent to a creature. If the future echo is killed. Because you quite literally think alike. Summoning Minor Action Close burst 3 Effect: A temporal duplicate of yourself appears within any unoccupied square in the burst.MUTATIONS AND MACHINERY .) FUTURE ECHO [TEMPORAL BLOODLINE] Prerequisite: Temporal Bloodline Benefit: You can call an echo of yourself from the future. or checks which require the awareness of a target. with sudden pauses where the world stops and you keep going. such as Athletics checks to climb or Acrobatics check to perform an Acrobatic stunt. SPEED OF THOUGHT [TEMPORAL BLOODLINE] Prerequisite: Temporal Bloodline Benefit: Once per encounter. (It does not matter how much time may pass between the use of this power and the next encounter. Common uses include Perception checks. This does not include skill checks which change your position.. in addition to the normal effects of a summoned creature dying.BLOODLINE MUTATIONS 147 immediately lose a healing surge. such as Bluff. The future echo has your skill bonuses and you may command it to make skill checks by using the appropriate action. It may not use any abilities which allow it to optionally enhance or alter the power. you will be at -2 to all rolls until after a short rest. the effect always triggers. move.. or standard action as a free action. You may substitute Future Echo for one Utility power of tenth level or higher. on your turn only. and some uses of Arcana. Step Between Moments Feat Power As you move. It follows the normal rules for summoned creatures. You can give it the following commands: Standard Action: It may use any At-Will attack power you have. or make your attacker reroll theirs.MUTATIONS AND MACHINERY . human. This bloodline is especially appropriate for a mutant animal descended from a snake or scorpion. Deactivating a mechanical trap that will mangle your hand if you don't do it just right. simply requiring speed or accuracy is not. or leaping out of the way of a vehicle when you're deliberately waiting for the last possible instant are all decent examples. or pushing a button exactly 5 seconds after a red light goes off. for example. Insidious Poison: Your poison ignores up to 5 points of poison resistance. This applies even if you were unconscious or have no external references. This perfect timing also gives you a +2 feat bonus to Initiative checks. POISON EFFECTS Not all poisons are the same. but it can be taken by a mutant rabbit. you may have also gained spectacular coloration -. and their associated effects. Effect: You may reroll your attack. and a +2 feat bonus to any skill checks where it can be plausibly argued that precise timing matters. according to any baseline you choose. are: Virulent Poison: Your poison is especially toxic. Daily Immediate Interrupt Personal Trigger: You make an attack roll and do not like the result. blue.bright red. as well as providing several means of excreting it. As part of whatever freak combination of mutagens gave you this power. trained in Intimidate . if it should ever matter. Appearance Poisonous creatures are often very brightly colored. Paralytic Poison: Any creature taking ongoing damage from your poison attacks suffers a -2 to their Reflex defense. if anyone in the ravaged world of Earth Delta knew what chess even was. This grants several minor benefits. This effect may be enhanced further with the paragon poison or epic poison feats. he may also choose a poison effect. The poison types. A character may do more than just damage with his poison. or you are hit by an attack. yellow. In addition. you may have features reminiscent of a poisonous creature. You always know what time it is. 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. VENOMOUS BLOODLINE This bloodline mutation creates sacks of poison inside the character's body. CORROSIVE PERSONALITY [VENOMOUS BLOODLINE] Prerequisite: Venomous Bloodline. All saves against it are at -2.snakelike eyes. you gain the following power: Rewind Temporal Bloodline Power Right. Alternatively or additionally.BLOODLINE MUTATIONS 148 TEMPORAL BLOODLINE [MUTANT BLOODLINE] Prerequisite: Mutant Benefit: You gain the temporal bloodline. even if you're not descended from one -. or fir tree just as easily. This is accurate to the tenth of a second. and this ability alone doesn't make you better at speed chess than anyone else. You must use the second result. Let's try that again. and black are the most common. When the character chooses the venomous bloodline feat. You may spend a healing surge to also inflict your poison effect. MAGNETIC POISON [VENOMOUS BLOODLINE] Your poison contains magnetized particles. Deep Strike Feat Power Giving it your all. you may choose either. your teeth. and any robot which is resistant to poison has this resistance reduced to 0. Fortitude Hit: 3[W]+Dexterity damage. This allows it to affect machines. and target takes your poison effect and ongoing 5 poison (save ends). but you've learned to take advantage of it. you may not use this power. Daily Poison. MULTIPLE GLANDS [VENOMOUS BLOODLINE] Your father was a scorpion. Encounter Immediate Interrupt Personal Trigger: You make an Intimidate check and do not like the result.BLOODLINE MUTATIONS Benefit: You may replace a utility power of second level or higher with corrosive personality. you sink your weapons deep in the foe. much like some bacteria. You're not sure why. When you are allowed to apply your poison effect. Prerequisite: Venomous Bloodline Benefit: You may use any melee weapon with your poison powers. Weapon Standard Action Natural Weapon Attack: Reflex vs. the DM may wish this to affect all animates. or it will be less generally useful. 149 Corrosive Personality Feat Power The fact that lethal toxins drip from your teeth tends to scare people. Aftereffect: Target takes ongoing 5 poison damage (save ends). Effect: You reroll the check. You may make this choice after the to-hit roll but before damage is determined. your mother was a snake.. . DEEP STRIKE [VENOMOUS BLOODLINE] Prerequisite: Venomous Bloodline Benefit: You may replace one daily attack power of fifth level or higher with deep strike. You think grandpa might have been a platypus. Miss: Half normal damage. but you don't ask too many questions about that. Prerequisite: Venomous Bloodline Benefit: You gain a second poison effect. and target takes ongoing 5 poison damage (save ends).. your tail. sending your toxins into his very heart. Won't they be surprised! Prerequisite: Venomous Bloodline Benefit: Any Robot which is immune to poison is not immune to your poison.MUTATIONS AND MACHINERY . all drip with foul toxins. OOZING POISON [VENOMOUS BLOODLINE] Your skin. You must use the new result. not just your natural weapons. Special: If the sole target of the check is immune to poison. Special: In games where there are a lot of poison-immune animates which are not robots. it gains it again. Poison Injection Feat Power You expend extra effort..) Neurotoxin: The target is immobilized and grants combat advantage (save ends both) Quivering: The target is at -2 to all attacks (save ends). and then gasps as his blood begins to burn. this grants "Aftereffect: Ongoing 5 poison damage (save ends)" instead. Attack: Dexterity+3 or Intelligence+3 vs. This cannot be taken with insidious. VENOMOUS BLOODLINE [BLOODLINE MUTATION] Prerequisite: Mutant. natural weapon. and your body pumps its toxins into your enemy. Encounter Poison Immediate Reaction Trigger: You hit with a natural weapon. requiring two saves to terminate. Poisonous Strike Feat Power Your enemy reels in pain from your blow. Fortitude (choose the attack attribute when this power is selected). venomous bloodline Benefit: Your poison injection power now does ongoing 10 poison damage (save ends). Special: You may choose to spend a healing surge. Benefit: +2 feat bonus on saving throws against poison. Hit: 2[W]+Dexterity modifier or 2[W]+Intelligence modifier damage.BLOODLINE MUTATIONS 150 POISONOUS STRIKE [VENOMOUS BLOODLINE] Prerequisite: Venomous Bloodline Benefit: You may replace one encounter attack power of third level or higher with poisonous strike. Incurable: Your ongoing damage gains "Aftereffect: 5 ongoing damage (save ends)". and target takes ongoing 5 poison (save ends). but all saves are at -2. Effect: The triggering attack adds the following to its "Hit" line: "5 ongoing poison damage (save ends)". If you do. and a poison effect.MUTATIONS AND MACHINERY . PARAGON POISON [VENOMOUS BLOODLINE] Prerequisite: 11th level. the target suffers your poison effect. . You may also choose a new poison effect which replaces an existing effect: Enhanced: Retain old effect.. If your attack already deals ongoing poison damage which a save can end. Encounter Poison. (If it already has this property from another source. Weapon Standard Action Natural Weapon Targets: One creature. Special: You gain the poison injection power. to stay alive and protect his allies.. Mercenary (Fighter) (Page 153): Then again. the scholar is a technological leader who can staunch a bleeding wound or strike the mightiest enemy at his weakest point. either reflavoring ("It's not magic.CLASSES IN EARTH DELTA 151 Classes How you kill people. though they're just as free to use a broadsword if they wish. as well as for pay. honestly. nanotech. Most of the core power sources. either physical or social. yeah.") or not ("Screw it. and likes it that way. Ruin Rat (Rogue) (Page 156): The ruin rat knows how not to be seen. a mercenary may work for a cause or a principle. by default. Commander (Warlord): No one survives alone -. many savages 'protect' allies as a sort of side effect of their desire to not let anyone else smash their enemies. though. Mercenaries call danger to them. Some ruin rats have learned to take exceptional advantage of the chaotic terrain which litters most Earth Delta battlefields.... not heavy armor. DMs running an Earth Delta campaign are encouraged to allow or disallow other classes as they see fit. taking on the foes others cannot. Mutant Mercenaries in Earth Delta have some special powers which rely on their natural weapons. snipe at hostile wolfoids and then duck out of cover. The Earth is filled with these nanites and they obey properly-worded commands to perform effects which seem magical. do not work in Earth Delta. you know. Yeah. and stranger things to blast enemies. lasers. the following are the class choices. there are those who confront trouble head on. Survivalists move quickly through fields of blood-draining daggerferns. it's. Savage (Page 159): A martial defender who relies on raw might and power. (Well.. Survivalist (Ranger) (Page 239): The master of staying alive. not for long. reshape the battlefield. Because of. Scholar (Page 186): A student of both the ruined past and the reborn future. and perform all sorts of useful tricks. radiation. CLASSES IN EARTH DELTA Earth Delta offers a mix of reflavored and renamed core classes and all-new classes. he believes in striking before the enemy even knows he's there. .at least.. If actually confronted.CLASSES ."). and keep people from getting killed. Despite the name. For purposes of these rules. or leap into battle accompanied by mutant animals. On Earth Delta. Commanders can turn a pack of filthy rabble into a well organized fighting force. In a world of vicious predators. Magic works. no matter what. though this is by no means an absolute and the rules are designed to allow total compatibility with core Fourth Edition gaming. he is surprisingly adept at wriggling out of trouble. Mercenaries scavenge the best protection they can from the rubble. or a small group of skilled individuals into a cohesive unit which is many times more effective than the sum of its parts. survivalists can master the art of fighting with a pistol in one hand and a sword in the other. or charge into battle with twin blades whirling.) Scavenger (Page 186): A technological controller who uses grenades. then roll damage once. Only a few powers take advantage of adjacent cover. most notably Ruin Rats. you would: a)Roll all attacks for all targets in the primary area. If any square adjacent to you blocks line of sight or line of effect from any point (for example. or have multiple disparate areas of effect. a creature moved from the secondary area into the primary area does not cease being attacked. In order to optimally tune and adjust their devices. including a mix of high-tech medical gear and "primitive" -. or find a small crack to step into to shield himself from an explosion.NEW KEYWORDS AND TERMS 152 NEW KEYWORDS AND TERMS SECONDARY AREA Some powers have. scavenged items. the distinction between areas is removed and all normal rules apply. Technology-using characters maintain collections of useful tools. standing next to a stone column. and specially prepared body parts to use the bulk of their powers. drugs. in their area line. Roll for all primary and secondary effects separately. Both toolkits and pouches are implements for all relevant rules purposes. even if the attack is coming from a direction the obstacle does not block.medicinal herbs and powders. The targets. to the point where no one other than the character themselves can hope to use them effectively. and effects for these areas are all specified separately. then roll damage once. two areas: Primary and Secondary. or stack a "near and far" effect. Scavengers use toolkits as implements to constantly maintain and upgrade their equipment. one with the primary area. b)Roll all attacks for all targets in the secondary area.but very effective -. NEW POWER SOURCE: TECHNOLOGY Scavengers and Scholars rely on an assortment of machines. creatures in the primary area are excluded from being targets in the secondary area. you are said to have adjacent cover. Primary and secondary areas are a good way to model "diminishing effects" powers. a hit in the primary area pushes a target into the secondary area) that creature is still not attacked twice. are extremely adept at taking advantage of terrain. excluding those already attacked in the primary area. all handled in a consistent way with one set of rules. Scholars carry with them pouches of supplies. . Once all attacks are resolved. even if they otherwise would be. as if you were using two powers. Unless otherwise noted. These items are generally highly personalized and idiosyncratic. If an effect moves a creature from one area to another (for example. and other equipment. attack rolls.CLASSES . if the power has additional effects. for an attack power with two areas. one with the secondary area. Thus. it can be ignored. or being against a wall). gadgets. ADJACENT COVER Some characters. for most characters. making rapid onthe-fly adjustments to correct aim or increase damage. whip around a column and then return to his previous position. which are called Devices. Powers which use adjacent cover assume the character can duck so that an attack hits a wall. likewise. making small movement back and forth to dive out of the way of attacks or use bits of rubble to distract or block foes. 1d6 damage weapon which counts as a Light Blade with the Off-Hand and Light Thrown properties. training extensively to overcome their various drawbacks. 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. leaving you only one other hand in which to hold a shield or an off-hand weapon. teeth. most assuredly do apply.) You have 15 quills you can "throw" per day. version of evolution) gave them. nonvibro axe. warding off blows. (This does allow you to wield a one-handed weapon. If you have claws. Whipping Tail Specialist: Let your enemies make all the "getting some tail" jokes they want. 1d10 weapon which counts as a Mace. However. some specialize in using what evolution (Well. Piercing Horn Specialist: You are all so lucky I resisted the urge to call this "Horny Bastard". it cannot be the target of technological modifications. Natural weapons noted as having the "Light Blade" property count as light blades. guns. Talons are considered to be Axes. Anyway. even if it's made of carbon nanotubes. and otherwise compensating for having to lean in close to rip out someone's throat or spin around to stab them with your stinger. 1d10 weapon which counts as a flail. define themselves largely by their ability to deal and take damage on the front lines of battle. If you have a natural weapon from the lashing group. if they happen to have a face. even if a natural weapon "counts as a heavy blade". but he will use it mostly on fleeing foes or to call out an enemy. you may upgrade them to a +3 proficiency bonus. your fangs become either a +3 proficiency. but not a two handed one or a weapon and shield. it still counts as a "one handed" weapon.MERCENARY (FIGHTER) 153 MERCENARY (FIGHTER) Not all those who put their swords. Bloody Fang Specialist: You are a master at ripping at a foe using just your sharp. this number resets at the end of an extended rest. however. you know you'll win in the end. Even if you have thrown all your quills.. such as "Blazing". If you choose this class feature. you may upgrade it to a +3. . you can decide if your claws or your quills are your primary or off-hand weapons. Mercenaries with non-claw weapons such as stingers or fangs sometimes specialize in using them. A sword is a sword. 1d8 weapon which counts as a spear (but which cannot be thrown). A mercenary may carry a laser pistol. The fighter's powers work as well with a vibro-axe as a.. if you have a natural weapon from the Horns group. Nom nom nom! You must have a natural weapon from the Teeth group. he spends most of his time staring the people he kills in the face. pointed. High Crit weapon which counts as a Pick. or claws into the service of others for pay are mercenaries. 1d8. 1d8 weapon which counts as a Spear or a +2. Of course. Furious Hedgehog Specialist: If you have Quills..CLASSES . there's always a few exceptions. WHY CAN'T I HAVE MONOMOLECULAR FANGS? Just in case there was any doubt. and not all those of this class work solely for pay. Please note that even if a natural weapon is in your mouth or on your back. Hollywood/Marvel Comics. any mutations taken for the melee weapon slot. Mercenaries need very few mechanical changes. you may choose to upgrade it to either a +3 proficiency. A mercenary who gives up proficiency in military weapons may pick one of the following class powers. You use your other arm for balance. or a +2. you still have the capacity to use them in melee. Darwin and Dawkins wince in shame. 1d10 damage weapon which counts as a Heavy Blade or a +2 proficiency. Those with the Versatile property are considered to be Heavy Blades. All. an utterly unscientific. At-Will Martial. Effect: One ally currently marked by the target is no longer marked. Special: This attack does not provoke opportunity attacks from adjacent creatures. Power bolts count as thrown weapons. Time to make sure he knows who the real threat is. AC Target: One creature Hit: 1[W]+Dexterity modifier damage. increasing to 2[W]+Strength modifier at 21st level.. This damage is of whatever type the weapon delivers. Miss: If the target is adjacent to you. or the target is unable to shift while adjacent to you. Rattling. Teeth In The Throat Mercenary Attack 1 Your opponent's courage fails him as he is aware that while you may have the form of a man. At-Will Martial. Weapon Standard Action Ranged weapon Requirement: You must be wielding a 1-handed ranged weapon. Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. (It may still provoke from non-adjacent creatures with reach.. you may attack adjacent targets with it. Weapon Standard Action Melee weapon .CLASSES . increasing to 2[W]+Strength modifier at 21st level. Weapon Standard Action Melee weapon Requirement: You must possess a weapon from the lashing group. At-Will Martial. Target: One creature Attack: Strength vs. 154 Blazing Bolt Specialist: If you have the Power Bolt natural weapon. then tangle his feet in your tail. At-Will Martial. AC Hit: 1[W]+Strength modifier damage. Attack: Dexterity vs. just 'cause he's got too many arms. You are marked by the target.MERCENARY (FIGHTER) without provoking opportunity attacks. provided the target ends the slide adjacent to you. though you do not need to be wielding it. and you either slide the target one square. NEW MERCENARY (FIGHTER) EXPLOITS LEVEL 1 AT-WILL EXPLOITS Got Their Attention Mercenary Attack 1 Just like one of the Order. do your Dexterity modifier damage to the target. until the end of your next turn. you have the vicious brutality of a beast.) Tail Shove Mercenary Attack 1 Your bash your enemy with blade or bite. AC Hit: 1[W]+Strength modifier damage. Snap Shot Mercenary Attack 1 It's hard to miss when the gun is pressed against your enemy's gut. pick on the little guy. increasing to 2[W]+Dexterity modifier at 21st level. you gain a +2 power bonus to your attack roll. Trigger: You are bloodied by an attack. increasing to 2[W]+Strength modifier at 21st level. You gain a +2 power bonus to both the attack and damage rolls. 155 LEVEL 3 ENCOUNTER EXPLOITS Raking Claws Your claws slash across an opponent's face. or are knocked prone. you stand as part of using this power. Make this attack three times. If the attack hits. Effect: Make a melee or ranged basic attack against a target of your choice. and target is blinded (save ends). Weapon Standard Action Melee weapon Requirement: You must be wielding claws. If this power was triggered by being knocked prone. Miss: Half damage. Mercenary Attack 3 LEVEL 5 DAILY EXPLOITS Feral Fury Mercenary Attack 5 OK. Encounter Martial. two. LEVEL 7 ENCOUNTER EXPLOITS Adapt Or Die Mecenary Attack 7 Even if your circumstances change suddenly. Hit: 2[W]+Strength modifier damage and 5 ongoing (save ends). and if you attack the same target again as part of this power. including teleportation. Target: One creature Attack: Strength vs. AC Hit: 1[W]+Strength modifier damage. Reflex Hit: Strength modifier damage. Martial Mercenary Utility 10 . Rattling. Weapon Immediate Reaction Melee or Ranged weapon Trigger: You are subject to forced movement. Target: One. you're ready to respond.MERCENARY (FIGHTER) Requirement: You must be wielding a natural weapon. LEVEL 10 UTILITY POWERS Don't Get Paid If I'm Dead You can't die now! You've got pay coming! Daily Healing. You may attack the same creature more than once. AC.CLASSES . Weapon Immediate Reaction Melee weapon Requirement: You must be wielding a natural weapon. you also gain 5 temporary hit points. gouging at his eyes. or three creatures Attack: Strength vs. Daily Martial. Attack: Strength vs. Now you're mad. if you wish. Encounter Martial. Some are criminals or outcasts. learning to make quick dashes into the outskirts to hunt for lost treasures. cold and tactical. and to seek out weak spots in enemies and objects. or a sling. the entire world is weapon and armor. Some are hardened professionals. weapon with the "Agile" property anywhere he could otherwise use a crossbow or a shuriken. As such. a light blade. exiled from their tribe. ranged. He ducks under low branches. and leaps from a rusted metal barrel to safety while kicking the barrel at an oncoming foe. LEVEL 1 AT-WILL EXPLOITS Defendable Position Ruin Rat Attack 1 There's always something to hide behind. Scurrying Rats are keen-eyed and aware. and that everything around him can be a source of defense. or 2 squares. To him. or stronghold for reasons just or unjust. is presented here. you may move up to half your speed while stealthed without suffering a -5 penalty. Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow. Target: One creature. AC Hit: 1[W]+Dexterity modifier damage. Until the start of your next turn. a rogue's powers can be used unchanged. Many grow up on the fringes of destroyed cities. Wisdom is an important secondary characteristic. Dashing Shadow: You may ignore difficult terrain when shifting. who use their skills to serve their community or as mercenaries for hire. Attack: Dexterity vs. then an equally quick side-step. Effect: You are knocked prone and spend a healing surge. dashes behind walls. At-Will Martial. RAT TACTICS A new tactic. At-Will Martial.CLASSES . Stab And Step A quick stab. They rely on their perception to constantly spot new opportunities in the ever-changing landscape. an agile technological weapon. Furthermore. You may immediately save against all ongoing effects which a save can end.RUIN RAT (ROGUE) 156 Immediate Reaction Trigger: You are reduced to 0 hit points. Dashing Shadow. whichever is greater. A Ruin Rat can use any high-tech. Weapon Standard Action Melee or Ranged weapon Ruin Rat Attack 1 . difficult terrain provides cover for you. SCURRYING RAT The Scurrying Rat knows that staying in motion is the best way to stay alive. RUIN RAT (ROGUE) Ruin Rats are a diverse lot. to catch a glimpse of an enemy just before the enemy attacks. Mechanically. clan. as written. A few new powers and build options are presented here. I'm right over here! Gotcha! Whoops! Nearly got me that time! Oh. Target: 1 creature Attack: Dexterity vs. Attack: Dexterity vs. You may then pull the target 1 square.. Encounter Martial. Attack: Dexterity vs. If you do. that's gotta hurt. AC Hit: 1[W]+Dexterity damage. Dashing Shadow: You may shift and pull up to your Wisdom modifier squares. Give him what he wants! Encounter Martial. Requirement: You must be wielding a light blade. . yeah. Weapon Standard Action Melee weapon... The target takes 1d6 damage for each square of difficult terrain you force it to enter. Target: One creature.v LEVEL 2 UTILITY EXPLOITS My New Special Friend Ruin Rat Utility 2 Your enemies can become your allies. free. Ewww. ignoring difficult terrain. especially if this means you can hide behind them. Target: One creature which has marked you. Encounter Martial Minor Action Target: 1 enemy adjacent to you Effect: Whenever the targeted enemy is adjacent to you. Dashing Shadow: Until the end of your next turn. ignoring difficult terrain. Better watch out for that pit. and you may shift 1 square. or immediate actions to make an attack against you. the target falls prone.RUIN RAT (ROGUE) 157 Requirement: You must be wielding a crossbow. it counts as an ally for purposes of determining if you have cover from attacks made by other enemies (save ends).CLASSES . If this puts the target on difficult terrain.. Dashing Shadow: You may shift 2 squares. LEVEL 1 ENCOUNTER EXPLOITS Luring Strike Ruin Rat Attack 1 Hey! C'mon! Yeah. fine. AC Hit: 1[W]+Dexterity modifier. AC Hit: 2[W]+Dexterity modifier. the target cannot use opportunity. and you are no longer marked by the target. you gain a +1 bonus to all defenses against attacks made by the target of this attack until the start of your next turn.. LEVEL 3 ENCOUNTER EXPLOITS Painful Distraction Ruin Rat Attack 3 He wants you to hit him? Well. a light blade. Effect: You may shift 1 square. an agile technological weapon. Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. or a sling. If the target is on difficult terrain.RUIN RAT (ROGUE) 158 LEVEL 5 DAILY EXPLOITS Rubble Dance Ruin Rat Attack 5 Everything is a weapon. Dashing Shadow: You may use an at-will power instead of a basic melee attack. Encounter Martial. Every enemy is a corpse. Effect: Until the stance ends. Stance. you may make a basic melee attack against one creature. they just don't know it yet. a twist. add your Wisdom modifier to the damage done if you hit. Effect: You move up to your speed. or opportunity attacks from any creature during this move if you are on difficult terrain when the attack is triggered. and a cloud of choking debris and dust confuses your attackers and allows you a moment for a quick escape. Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. and you gain concealment until you move or until the end of your next turn. a stab. and he suffers a -2 penalty to all melee attacks against you. Target: One creature. Dashing Shadow: You may shift 1 square after attacking. Target: One creature who has attacked you with a melee attack during this encounter. Artful Dodger: The power bonus and attack penalty are equal to your Charisma score. . LEVEL 6 UTILITY EXPLOITS I'm Not Left Handed Ruin Rat Utility 6 After having a moment to study your enemy.CLASSES . ignoring difficult terrain. immediate. This does not count as movement for purposes of ending concealment. Weapon Standard Action Melee weapon Requirement: You must be standing on difficult terrain. Target: One creature Attack: Dexterity vs. Weapon Minor Action Melee weapon Prerequisite: You must have Weapon Focus (Light Blades) Requirement: You must be wielding a light blade. Daily Martial. you see how to counter his fighting style and confound his attempts to defend against you. AC Hit: 1[W]+Dexterity modifier vs. Everything is a shield. you gain a +2 power bonus on all attack and damage rolls against the target using the required weapon. Encounter Martial. You cannot be the target of free. see below. AC. At any point during this move. LEVEL 7 ENCOUNTER EXPLOITS Kicking Up The Dirt Ruin Rat Attack 7 A turn. then. Armor Proficiency: Cloth. vi BUILDING A SAVAGE Savages are masters of mayhem. Secondary attributes are Strength. Streetwise (Cha) Build Options: Brutal Savage. Key Abilities: Constitution. (Don't ask. Nature (Wis). Bluff (Cha). +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. Savages are defenders who eschew complex tactics and intricate bladework for raw. Furthermore. You draw people's attention away from other targets and towards yourself. Then finding someone else to hit. As a secondary role. commune with primal spirits or shoot lightning out of their sword. FEARSOME SAVAGE You rely not just on hitting people. but on making people afraid of you hitting them.) A lot of your powers will play off your high Charisma (remember. Then hitting them again. which helps you hit harder. Charisma isn't "likeable". but they like to cause it in different ways. You're showy and dramatic. Fury Focus. Charisma is "presence and projection"). Endurance (Con). Leather. It's all about being the toughest. and exploit any opening a foe leaves them. but being ignored when there's a scrap going on makes you furious. Intimidate (Cha). Fearsome Savage Class Features: Call Out. Power Source: Martial. which is how you like it. Athletics (Str). overwhelming. Perception (Wis). You're all about hitting people. you've got to look impressive. Hide. That would just be silly. however. Just about everything makes you mad. You keep standing through the most astounding beatdowns. and Charisma. take grievous wounds without flinching. because you're really not generally inclined to care about other people all that much. 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. but you still need a good Strength to lay the smack down on the folks whose attention you've just grabbed.SAVAGE 159 SAVAGE "Right! Come on and have a go. They smash opponents around the battlefield. pick 3 trained skills at first level: Acrobatics (Dex).CLASSES . about taking a hit and keeping on. making it harder for them to attack your allies. While it may seem odd. all simple and military weapons Bonus To Defense: +1 AC. They do not. Piecemeal Weapon Proficiencies: Unarmed. force. if you think you're 'ard enough!" CLASS TRAITS Role: Defender. your attacks have a tendency to leave foes shaken and scared. Suggested Feat: Fearsome Grin (Human bonus feat: Toughness) . you protect your allies by virtue of making sure no one gets to fight anyone who isn't you. Frenzy Expression The harsh brutality of the world has bred harsh brutes to survive in it. because it's not just enough to be impressive. you have some Striker and Controller abilities. Fury. Call Out Savage Class Feature You bellow your challenge to the enemy.. If it is not possible to end within melee reach of the victim. such as it is. or you'll just get mad. And hitting some more. Either he turns to face you. Savage Jealousy Savage Class Feature Hey! That little puke just hit the wrong guy! Ooo. you've gone through time and killed his grandfather.CLASSES . gathering steam Suggested Encounter Power: Vaulting Leap Suggested Daily Power: Grisly Evisceration SAVAGE CLASS FEATURES CALL OUT The Savage lives to fight. Intimidate Suggested Frenzy Expression: Brutal Frenzy Suggested Fury Focus: smashing fury Suggested At-Will Powers: mow them down. If the Savage wants to fight you. At-Will Martial Minor Action (1/turn) Close burst 10 Target: One enemy in burst that you can see and who can see you. Once your mind. Intimidate. what doesn't?) At-Will Martial. Weapon Immediate Reaction Trigger: Your victim makes an attack which does not include you. Effect: The target is your victim. Well. This move ends as soon as you are within melee reach of the victim. or suffer the consequences. it's all about the hitting. Suggested Feat: Lingering Pain (Human bonus feat: Weapon Focus) Suggested Skills: Athletics. You just like hurting people. . and doesn't like seeing anyone not paying attention to him. that makes you mad! (Then again.SAVAGE Suggested Skills: Athletics. snarling smash Suggested Encounter Power: Furious Display Suggested Daily Power: Vengeful Frenzy 160 BRUTAL SAVAGE For you. Effect: You may immediately shift your speed towards the victim and make a basic melee attack. you will either fight him.. Streetwise Suggested Frenzy Expression: Fearsome Frenzy Suggested Fury Focus: challenging fury Suggested At-Will Powers: brutal pummeling. you cannot begin this move. See below. is set on a target. madder. doing the most damage possible in a single blow. you're almost impossible to dissuade. Endurance. You tend to focus on a single enemy and keep on pounding until you haven't just killed him. And more hitting. When a Savage is created. Powers which grant Fury on a hit.CLASSES . Effect: The target is now your victim. Gaining Fury A Savage gains Fury when an enemy within 5 squares. miss. but may only do so once per turn. Charisma +5 at 15th level. Each way is called a fury focus. Target: One enemy in burst. or effect do not count against this limit. A Savage with any Fury at all is said to be furious. unless he is at 0 Fury. Hit: The target takes damage equal to your 2+ your Charisma modifier. Charisma +4 at 10th level. Attack: Charisma+2 vs. VICTIM A Savage can have only one victim at a time. or when an ally within 5 squares is bloodied or reduced to 0 hit points. when he awakens he will have 1 Fury. 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. Charisma+7 at 25th level and Charisma+8 at 30th level. marked or otherwise. The Frenzy Expression (see below) of the Savage determines other effects. The furious condition triggers some powers or adds effects. Increased to Charisma +3 at 5th level. makes an attack which does not include him. and ceases to be the victim if he loses the mark. due to various powers. he chooses one of the foci below. increasing to 4+your Charisma modifier at 11th level and 6+your Charisma modifier at 21st level. This must be chosen when the Savage is created and can be retrained when the Savage gains a level. he will gain 1 point. A savage may expend Fury in a number of different ways. Will. A victim is marked by the Savage. A Savage can gain only one Fury per turn from these conditions. Charisma +6 at 20th level. Any time the Savage is at 0 Fury and an opportunity to gain Fury occurs. He gains additional foci as follows: Savage Level 1 5 11 21 Total Foci 1 2 3 4 . unless noted. If a savage becomes unconscious while furious.SAVAGE 161 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. but only the target of his call out ability is his victim. All Fury is lost at the end of an encounter. A Savage can have maximum Fury equal to 1+ his Charisma or Strength modifier. Spending Fury Each Savage has different ways in which he channels his rage. Note that the Savage may have several creatures marked. Fast Fury: Once per turn. you may expend Fury to terrify a target within 1+your Charisma modifier squares. as a free action. Brutal Frenzy You just keep pounding away at an enemy until they stop moving. you can spend 1 point of Fury to mark an enemy which you can see and who can see you. The target suffers a penalty to his attack rolls against anyone but you equal to your Charisma modifier (save ends). A savage must select one at first level. If other abilities or effects cause you to do damage on a miss. you may spend Fury to gain a +1 power bonus to the damage done.. you're not just deadly.. as a free action. This replaces the normal -2 penalty for being marked. You can spend up to Tier fury when using this focus. you may expend Fury to add extra damage when you hit a target. then keep pounding until the pieces stop jiggling around so much. as a free action.CLASSES . Each fury spent this way adds a +1 power bonus to the roll. FRENZY EXPRESSION When a Savage gets going. each point of Fury spent increases damage by 2. you may spend Fury to make a saving throw against a dazed. You may spend up to 2+Tier fury each time you use this focus. Enduring Fury: Once per turn. you can spend a point of Fury to gain 5 temporary hit points. Liberating Fury: Once per turn. Once per encounter. At 11th level. so they tend to focus on defending themselves and keeping a close eye on your movements. This mark lasts until the end of your next turn. you deal extra damage equal to your Strength modifier. you can spend Fury to move an extra square during a charge or when using savage jealousy. as a free action. No one wants to end up being torn to pieces by you. Victim Power When you make an attack as a result of Savage Jealousy. a +1 power bonus is added to the roll. you may spend up to 1+Tier fury. Refreshing Fury: Once per encounter. Victim Power Any attacks your victim makes which do not include you suffer a penalty equal to 1+your Charisma modifier. you can spend one point of Fury to spend a healing surge and regain half the normal number of hit points. For each point of Fury you expend (up to 1+Tier). each point of Fury spent increases damage by 4. you do your Strength modifier damage to the victim on a miss. Once per encounter. restrained. You may terrify one such target per Fury spent. You can spend up to Tier fury this way. There are two primary ways a Savage demonstrates that he's really pissed. You may spend up to 1+Tier Fury this way. at 21st level. as a free action. limited to 1+Tier total. you're scary.SAVAGE Fury Focus 162 Challenging Fury: Once per turn. For each point of Fury spent after the first. immobilized. he tends to express his mindless rage in different ways. just prior to making an attack roll. Fearsome Frenzy When you fight. you add this damage on top of it. . Smashing Fury: One per turn. stunned. These temporary hit points do not stack. even if this means they can't give their full attention to anyone else. prior to making a damage roll. You may choose to not invoke this effect if you wish. as a free action. or dominated condition which a save can end. as a free action. Precise Fury: Once per turn. AC.. Weapon Standard Action Melee weapon Requirement: You must be wielding a two handed weapon or a versatile weapon in two hands. Hit: 1[W]+ Constitution modifier damage and a creature adjacent to the target is pushed 1 square. Weapon Standard Action Melee weapon Target: One creature. Weapon Standard Action Melee weapon Attack: Constitution vs.. Increase to 2[W]+Constitution modifier at 21st level. Life is good. AC Hit: 1[W]+ Constitution modifier damage. Effect: Gain 1 point of Fury. Secondary Attack: Constitution vs. Mow Them Down Savage Attack 1 Your blows scatter your enemies before you. Special: If you are furious. Increase to 2[W]+ Constitution modifier at 21st level.SAVAGE 163 LEVEL 1 AT-WILL EXPLOITS Brutal Pummeling Savage Attack 1 You just keep pounding on your enemy until he looks like raw hamburger. Hit: The target is at -2 to all attacks until the end of your next turn. Snarling Smash Savage Attack 1 Your attack leaves your enemy cowering in a heap. Armor Class. Fearsome Frenzy: If you are furious and both attacks hit. Gathering Steam Savage Attack 1 Hitting people makes you happy. Brutal Frenzy: If you are furious. Armor Class Hit: 1[W]+Constitution modifier damage. and either slide target one square or knock target prone. Attack: Constitution vs. Mmmmm. Attack: Constitution vs. At-Will Martial. At-Will Martial. do additional psychic damage equal to your Charisma modifier. At-Will Martial. Missing people makes you mad.. Weapon Standard Action Melee weapon Attack: Constitution vs. Hit: 1[W]+Constitution modifier damage. Increase to 2[W]+Constitution modifier at 21st level. and make a secondary attack against the same target.. Being mad helps you hit people.. This is a fear effect. Special: If you are furious. . hamburger. mark the target until the end of your next turn. AC. you may inflict psychic damage equal to your Charisma modifier to a creature adjacent to the target. push a second creature adjacent to the target 1 square.CLASSES . At-Will Martial.. Increase to 2[W]+ Constitution modifier at 21st level. Target: One creature. Special: You may use this attack instead of a basic melee attack when you charge. . Psychic. an additional creature within the burst takes psychic damage equal to 1+your Charisma modifier and is marked until the end of your next turn. Brutal Frenzy: If you are furious and bloodied a creature with another attack this turn. and target takes ongoing damage equal to your Strength modifier (save ends). You may shift through occupied squares but must end in an empty space where you can normally fit. and an enemy focuses on you to the exclusion of all else. Will Hit: 1[W]+Constitution modifier psychic damage. Martial. Encounter Martial. You may slide the target into a square occupied by an enemy no more than one size category larger than it is. and slide target one square. Encounter Fear. Attack: Constitution vs. Encounter Martial. Rebound Smash Savage Attack 1 You smash one enemy in the side of his head. slide that creature one square and deal damage equal to your Strength modifier to it. the amount increases by your Strength modifier. Fearsome Frenzy: If you are furious. Armor Class Hit: 2[W]+ Constitution modifier damage. Encounter Martial. Target: One creature in burst. targeting the same creature. and the target creature is marked by you and cannot gain Line Of Sight to any square other than the one you occupy until the end of your next turn. Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. If you do. Vaulting Leap Savage Attack 1 You suddenly spring over one enemy to land a devastating blow on another. you may use this power as an immediate reaction. Weapon Standard Action Close burst 2 Requirement: You must be trained in Athletics. If the target is already taking ongoing damage which a save can end.SAVAGE 164 LEVEL 1 ENCOUNTER POWERS Furious Display Savage Attack 1 You scream your war cry and brandish your weapon (or claws). Weapon Standard Action or Immediate Reaction Melee weapon Target: One bloodied creature. Weapon Standard Action Close burst 5 Target: One creature in burst Attack: Constitution vs. Armor Class Hit: 1[W]+ Constitution modifier damage. Effect: You shift up to two squares to end adjacent to the target. First failed save after being struck by this power: Target is at -2 to all attack rolls until he successfully saves. and he staggers into another.CLASSES .. AC . Attack: Constitution vs. Rending Tear Savage Attack 1 There's nothing quite like making someone who is already bleeding bleed just a little bit more. on a miss. slide the minion one square and continue moving. Attack: Constitution vs. Attack: Constitution vs. provided those squares are occupied by minions. Weapon Standard Action Melee weapon Requirement: You must be furious. All enemies within 5 squares and which can see the target suffer a -2 to their next attack roll. Daily Martial. Weapon Standard Action Melee weapon Requirement: You must be furious. and make a secondary attack. Daily Martial. Target: One creature. If you miss. Attack: Constitution vs. Special: You may charge before making this attack. AC Hit: 3[W] + Constitution modifier. AC Hit: 2[W]+ Constitution modifier damage and push target 1 square. that's the plan. you add your Strength modifier in bonus damage. All other limits on charging apply.SAVAGE 165 Hit: 1[W]+ Constitution modifier damage. Swing And Scatter Savage Attack 1 Enemies go flying across the battlefield. What more needs be said? Daily Martial. Miss: Half damage. At least. you do your Strength modifier in damage to the target or to a single creature whose square you shifted through. Effect: Every time you hit the target with a melee attack until the end of the encounter. and the target is marked until the end of your next turn. Any creature whose space you shifted through takes damage equal to your Charisma bonus.CLASSES . You may do so even if there are enemy occupied squares which would ordinarily prevent you from fulfilling the condition of the charge. Secondary Attack: You may shift one square and make the following attack: . see below. Target: One adjacent creature. you may make a basic melee attack against the minion. This attack replaces the basic melee attack you normally make at the end of a charge. Armor Class Hit: 3[W]+ Constitution modifier damage+2 for each minion you reduced to 0 hit points (see below). When you move into a minion occupied square. see below. Reliable. LEVEL 1 DAILY EXPLOITS Clear The Rabble Savage Attack 1 It's time to move the weaklings out of your way. Miss: You fall prone and your target may make a basic melee attack against you. You still suffer the effects described above for a miss. Weapon Standard Action Melee weapon Requirement: You must be furious Target: One creature. Brutal Frenzy: If you are furious. Grisly Evisceration Savage Attack 1 There is nothing left of your foe but a swirling red mist and a wet goopy sound. Secondary Target: All enemies in burst. as usual). Miss: Half damage and target grants Combat Advantage until the end of your next turn. Everyone's gonna pay! Daily Martial. . Miss: Half damage. add your Strength modifier as well. Any conditions or effects which accompany the mark also pass to you. Primary Target: One creature Primary Attack: Constitution vs. Vengeful Frenzy Savage Attack 1 You told him not to ignore you. but does not count against your normal Fury use. If this attack kills the target. Requirement: You must be furious. Special: You may choose to mark any targets you hit with this attack. Daily Immediate Reaction Personal Trigger: You gain Fury due to the actions of a marked creature. If the target is your victim. The ally still suffers all non-mark related effects of the triggering attack.SAVAGE 166 Attack: Constitution vs. AC Hit: 1[W] damage and push target 1 square. AC Hit: 3[W]+ Constitution modifier damage and target is dazed (save ends). Special: The "reliable" property only applies if you miss with the first attack. and make a Tertiary attack.CLASSES . Effect: The ally marked by the triggering enemy loses the mark. LEVEL 2 UTILITY EXPLOITS Fury Surge Savage Utility 2 You channel your anger into a sudden burst of motion. AC Hit: 1[W]+ Constitution modifier damage. Now he's gonna pay. AC Hit: 1[W]+ Constitution modifier damage and push target 1 square. If you do. add your Charisma modifier to the damage done by the Secondary Attack. Secondary Attack: Constitution vs. they take additional damage equal to your Charisma modifier. Effect: You may move up to your speed. and he did anyway. You provoke opportunity attacks as normal during this move. This consumes the Fury you just gained. Tertiary Attack: You may shift one square and make the following attack: Attack: Constitution vs. when you're standing here! Time to make him notice you! Encounter Immediate Reaction Close burst 10 Trigger: An enemy in the burst marks an ally other than you. Hey! Over Here! Savage Utility 2 Why's that guy focusing on the pansy little scholar. Weapon Immediate Reaction Primary Area: Melee weapon Secondary Area: Close burst 1 Trigger: A marked target makes an attack which does not include you. and you gain it (overwriting any other marks in the process. do 1[W]+ Constitution modifier damage. Constitution vs. Fearsome Frenzy: If you are furious. it suffers a penalty to his attack rolls equal to 1+your Charisma modifier until the end of your next turn.. Flashing Fists Of Fury Savage Attack 3 You laughed at the feeble old man traveling unarmed and alone in the ruins. against the same or different targets.. Constitution vs.CLASSES . or you may spend a healing surge. Weapon Standard Action Melee weapon Requirement: You must be wielding natural weapons or a one-handed weapon... do 1+your Strength modifier in damage and the target is pushed 1 square and knocked prone.. Weapon Standard Action Melee weapon Attack: Constitution vs. Hit: If you hit Armor Class. Armor Class. If you hit Will. Effect: The source of the triggering attack takes half of the psychic damage you received. Encounter Martial. If you hit with all three on the same target. Encounter Martial. If you hit Fortitude. Will. After you scraped yourself off the rubble. on that guy's clothes. Brutal Frenzy: If you are furious and this attack bloodies the target. the fight's moving into high gear now! Time to bring the pain! Encounter Healing Immediate Reaction Trigger: You are bloodied. you may immediately make a basic melee attack against any legal target (including the original target of this power). Finally Starting To Get Fun Savage Utility 2 Alright. . LEVEL 3 ENCOUNTER EXPLOITS Blood In The Air Savage Attack 3 Of course there's blood in the air. 'cause you shoulda been lookin' at me! Encounter Immediate Reaction Trigger: You are hit by an attack which deals psychic damage. you convinced him to teach you a thing or two.. uh. is gonna get his head womped in! And if you gaze into the abyss.SAVAGE 167 Mind Of Madness Savage Utility 2 He who battles monsters. you're a moron. Effect: You gain temporary hit points equal to one-half your healing surge value. Fortitude. do your Strength modifier damage instead of the normal damage and mark the target. You put it there. you may deal psychic damage equal to your 1+Charisma modifier to any target you miss with this power. If you hit. on your clothes. do 1+your Charisma modifier in damage and the target grants combat advantage until the end of your next turn. Also in the ground. Constitution vs. Attack: Make three attacks. AC Hit: 2[W]+ Constitution modifier damage. Make three attacks. AC Hit: 2[W]+ Constitution modifier damage. .. and target is knocked prone. Special: You may shift up to 3 squares before making the first attack. LEVEL 5 DAILY EXPLOITS Get Back Here Savage Attack 5 You grab an enemy.SAVAGE 168 Haymaker Savage Attack 3 You've got places to go and people to beat up. AC.And Maybe You Savage Attack 3 So many enemies. At least not without inducing nausea. but no more than 3 squares in total. Miss: Half damage. Time to get this guy off your case. Daily Martial. each against a different target. Encounter Martial. Requirement: You must be furious. If this is your victim. Daily Martial. Weapon Immediate Interrupt Melee weapon Trigger: A marked enemy within 3 squares makes an attack which does not include you.. Secondary Attack: Constitution vs. and target is dazed until the end of your next turn. Requirement: You must be furious. Hit: 1[W]+ Constitution damage. Target: The triggering enemy. Attack: Constitution vs. Weapon Standard Action Melee weapon Prerequisite: You must be trained in Intimidate. Special: You may choose to expend a move action as well as a standard action when you use this power. then hurl him face down in the dirt. Attack: Constitution vs. This must put you in melee weapon range of the triggering enemy. and you gain a point of Fury.. at least. increase damage to 3[W]+ Constitution modifier and the target saves against the dazed effect at -2. You may shift 1 square before or after each attack.. Target: One creature. Weapon Standard Action Melee weapon Attack: Constitution vs. Then you stomp on his head. Then you get mad. It got everyone's attention. and target is knocked prone. You. Armor Class. Weapon Standard Action Melee weapon Attack: Constitution vs. Encounter Martial. make a secondary attack. so little time. and slide target 3 squares. AC Hit: 2[W]+ Constitution modifier damage. slap him around a bit. and target is marked by you until the end of your next turn. If you do so. Miss: Half damage. Graphic Violence Savage Attack 5 What you just did can't be easily described. If the target ends in melee range of you.CLASSES . AC Hit: 2[W]+ Constitution modifier damage.. gain a +2 power bonus to all attack rolls.And You.. you may deal your Strength modifier in damage to the attacker and the attacker is marked until the end of your next turn. and begin to dance across the battlefield. and exposure of various bodily parts wears away at an enemy's morale. you may choose to slide the primary target 3 squares or to retain the grab. you may choose to deal 1+your Charisma modifier in damage to it as an immediate reaction.SAVAGE 169 Hit: 3[W]+Constitution modifier. and choose one: Target is blinded (save ends). Miss: Half damage and the target is marked by you until the end of your next turn. Effect: When all attacks have been resolved. Make a secondary attack. catcalls. Primary Target: One creature no more than one size category larger or smaller than you. Secondary Target: All enemies in burst. Stance. Whenever an opportunity attack misses you. and target is grabbed. Reckless Rampage Savage Attack 5 You lose what little grip on sanity you may once have had. or target takes ongoing 5 damage (save ends). Weapon Minor Action Personal Effect: You may move one square before or after using any attack power. Make a secondary attack. or the end of the encounter. the target is marked by you until the end of your next turn.CLASSES . it takes your Strength modifier in damage so long as it is grabbed and grants combat advantage. Secondary Attack: Constitution vs. Stance Minor Action Personal Effect: Whenever a creature marked by you misses with an attack power which does not include you in the targets. Encounter Martial. you are reduced to 0 hit points. Pain Is The Cleanser A brutal attack can help clear your mind and body. and your teammate's patience. Primary Hit: 2[W]+Constitution modifier damage. AC Secondary Hit: 1d10+Constitution modifier damage. and primary target takes your Strength modifier in damage. This movement provokes opportunity attacks as usual. crude gestures. Daily Martial. Reflex. heedless of danger. LEVEL 6 UTILITY EXPLOITS Hooting Derision Savage Utility 6 Your constant jeers. Living Weapon Savage Attack 5 Ratmen make good clubs. Daily Martial. 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. at the beginning of the target's turn. This effect lasts until they hit you with an attack. target is dazed (save ends). Primary Attack: Constitution vs. If you retain the grab. Healing Savage Utility 6 . 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 Miss: Target is grabbed. Hit: 2[W]+Constitution modifier. Encounter Martial Immediate Interrupt Trigger: An adjacent ally is hit by a melee or ranged attack. you may make two saves. and target is immobilized (save ends). the target will take 5 points of damage whenever it takes a move action. Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. until the end of the encounter. and target is blinded (save ends). Take One For The Team Savage Utility 6 Actually. AC Hit: 2[W]+Constitution modifier damage. Effect: You may immediately save against any ongoing condition a save can end. Effect: You switch places with the ally. but if he wants to think you were being heroic. you weren't really paying attention and just sort of knocked your ally out of the way. and the attack hits you instead. Aftereffect: Target grants combat advantage (save ends). Brutal Frenzy: If you are furious. If the damage dealt was more than your Constitution. it probably has knees. Encounter Martial. LEVEL 7 ENCOUNTER EXPLOITS Go For The Eyes! Savage Attack 7 There's something pleasant about the squishy noise eyeballs make when they pop.SAVAGE 170 Immediate Reaction Trigger: You take damage from an attack. Encounter Martial. Kneebreaker Savage Attack 7 Yeah. 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. Refreshing Rage A little exercise helps get the kinks out and restores pep and vigor. Weapon Savage Attack 7 . Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs.CLASSES . You gain 1 Fury and may mark the source of the attack. Armor Class. Encounter Martial. let him. you gain Resist (All) equal to 1+your Constitution modifier. Aftereffect: Target is slowed (save ends). 2[W]+Constitution modifier and grants Combat Advantage (save ends) if attacking two targets. AC Hit: 3[W]+Constitution modifier damage. and you may slide the target one square. Hit: 2[W]+Constitution modifier damage. Attack: Constitution vs. Weapon Immediate Reaction Trigger: An enemy moves so as to put you in flank. At least.SAVAGE Standard Action Close burst 1 Target: Each enemy in burst. hoping to pound his face into the dirt. Attack: Constitution vs. at least one of whom must be adjacent to an ally. Target Rich Environment That's nice. Each point spent increases the damage by 5. They're all coming to see you. or three targets in burst. Target: One. And you're pretty sure that's dirt. Daily Martial. Miss: You gain 1 point of Fury. If you attack three targets and hit all three. 171 Takedown Savage Attack 7 You unleash everything you've got at one foe. Encounter Martial. Hit: 1[W]+Constitution modifier damage. Special: You may choose to mark one of the targets you hit.CLASSES . Fearsome Frenzy: If this attack reduces the target to 0 hit points. Savage Attack 7 LEVEL 9 DAILY EXPLOITS Get Outta Here! Savage Attack 9 You toss an ally out of the way so that you can pound on the people attacking him. you think that part's his face. Weapon Standard Action Close burst 1 Requirement: You must be furious. . Primary Target: The triggering enemy. two. Armor Class Hit: 1[W]+Constitution modifier damage. and may immediately spend Fury. and you may either heal 5 hit points or make a saving throw. AC. you deal 1+your Charisma modifier damage to all enemies within a 5 squares who can see you. Attack: Constitution vs. Armor Class. or 1[W]+Constitution modifier and slowed (save ends) if attacking three targets. and the target may make a basic melee attack against you as an immediate reaction. Attack: Constitution vs. AC Hit: 3[W]+Constitution modifier and dazed (save ends) if attacking one target. Encounter Martial. Secondary Target: Any other adjacent creature. Weapon Standard Action Melee weapon Target: One bloodied creature Attack: Constitution vs. 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. Armor Class Hit: 3[W]+Constitution modifier damage. and shift into the square he just vacated. Miss: Half damage. Special: You must expend a healing surge to use this power. and target is marked. Weapon Standard Action Melee weapon Requirement: You must be furious. Weapon Standard Action Melee weapon Requirement: You must be furious. Aftereffect: The power becomes recharge (4. or opportunity power. Reliable. Target: One creature Attack: Constitution vs. Hit: 1[W]+Constitution modifier damage. powers and builds that let you recharge dailies. etc. So long as at least one of the targets you attack was adjacent to the ally before you slid him. You Ain't Gettin' Away Savage Attack 9 It doesn't matter where he runs to. AC Hit: 3[W]+Constitution modifier damage. but understanding just isn't your thing. If the power chosen is an interrupt. Special: Prior to making this attack. Daily Martial. Target: One creature. This may seem an odd caveat. The fact it's reliable makes such a strategy more likely. Target: One creature Attack: Constitution vs. a two-savage party.SAVAGE 172 Miss: Half damage. you may slide an adjacent ally 2 squares. you also gain a point of Fury. and target is marked by you until the end of the encounter. You may attack up to 4 times. You do not gain any hit points or trigger any effects which normally occur when you spend a surge. but between multiclassing. it does not begin "charged".5. I can see a situation where this power could make a monster. Attack: Constitution vs. it may not be used until it has recharged. and one at-will power of the target (of your choice) becomes Recharge (5. 2 . Special: The creature must roll at the start of its next turn to use the power. If you attack three targets and miss all three. No creature can be hit by this power twice in one encounter.6) until the end of the encounter. Armor Class. Hammer Blow Savage Attack 9 You hit your opponent so hard he forgets how to fight. you may use this attack. you'd understand you're the "dope" in this scenario. Daily Martial. reaction. Daily Martial. Weapon Standard Action Melee weapon Requirement: You must be furious.CLASSES .6) (save ends).2 Rope A Dope Savage Attack 9 If you'd better understood the Ancestral text on ancient warriors. you'll always find a way to get next to him. especially a solo. effectively powerless by taking out multiple at-wills. Effect: As part of this move. It's more effective than you might think. Encounter Martial Standard Action Melee weapon Target: One creature Attack: Constitution vs. LEVEL 13 ENCOUNTER EXPLOITS Bathed In Blood Hey. Daily Martial.. Stance Minor Action Personal Effect: Every time you take damage from an attack. Ya Wanna Fight? Fight Me! Savage Utility 10 If he ain't gonna come an' fight you.SAVAGE 173 Effect: Until the end of the encounter. it just makes you more powerful. you're just gonna have to call him names from across the battlefield. The maximum bonus equals 1+your Constitution modifier. Encounter Martial Immediate Interrupt Personal Trigger: You are hit by an attack which targets your Will defense. you do not provoke opportunity attacks if you move closer to him. Once you hit with an attack. you may jump up to your speed horizontally and up to 2 squares vertically. You gain a +4 to all defenses against terrain or zone attacks during this move. if the target is not adjacent to you. you get a cumulative +1 power bonus to your next attack roll and (if you hit with the attack) damage roll. it takes 5 points of psychic damage and grants combat advantage.CLASSES . whenever the target ends his turn without being adjacent to you.. The Madder I Get. you may add your Constitution modifier to your Will defense. LEVEL 10 UTILITY EXPLOITS Brawn Over Brain Savage Utility 10 Being tough can be better than being smart. or it allows you to pull it 1 square... Savage Leap Savage Utility 10 You won't let some stupid wall get between you and the fight! Daily Martial Move Action Person al Prerequisite: You must be trained in Athletics and wearing light armor. Daily Martial Minor Action Close burst 10 Target: One creature which is not adjacent to you. Effect: Until the end of your next turn. Savage Utility 10 Every time you get hit. they're always whinin' at you to take a bath. Effect: Until the end of the encounter. you must end your move as close to him as possible. but the effect remains until the stance ends. If you choose to use this effect. the cumulative bonus resets back to 0. Armor Class Savage Attack 13 . Armor Class Hit: 2[W]+Constitution modifier damage. and his fight's supposed to be with you. Target: The triggering enemy. Encounter Martial Standard Action Melee weapon Requirement: You must be trained in Intimidate Target: One creature Attack: Constitution vs.. Encounter Martial Standard Action Melee weapon Target: One creature Attack: Constitution vs. Brutal Frenzy: If you are furious and use this power when you make an opportunity attack. and target is knocked prone (save ends). Armor Class Hit: 1[W]+Constitution modifier damage. Martial. and the ally who was targeted by the triggering enemy can add +2 to all of his defenses against the attack. Excruciating Assault Savage Attack 13 Well. you may make a secondary attack. Encounter Fear. attacks an ally. and target is immobilized and at a -2 to all attack rolls until the end of your next turn.SAVAGE 174 Hit: 2[W]+Constitution modifier damage. Armor Class Hit: 2[W]+Constitution modifier damage. and you gain 1 Fury. Secondary Target: One creature Secondary Attack: Constitution vs. Fearsome Frenzy: If you are furious. 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. This does not apply to the attack which triggered this power. If this attack bloodies the enemy or reduces the enemy to 0 hit points. All enemies within 5 squares suffer a -2 penalty to their attack rolls against anyone but you until the end of your next turn. Leave Him Outta This! Savage Attack 13 You hadn't really noticed that guy before.CLASSES . . Effect: The triggering enemy is marked by you until the end of your next turn. but he's started attacking your gang. Special: You may use this power instead of a melee basic attack when you make an opportunity attack. If neither occurs. Psychic Immediate Interrupt Ranged 10 Trigger: An enemy within range.. you may make a melee or ranged basic attack against the target as an immediate reaction. the target ally may add 1+your charisma modifier to all of his defenses against the triggering attack. the target takes half damage and is slowed on a miss. and you gain 10 temporary hit points. not marked by you. Attack: Constitution+4 vs. any time the target creature makes an attack which does not include you. that guy's learned a lesson about trying to sneak past you.. Will Hit: 3d8+Constitution modifier damage.. you gain 1 Fury. While marked by you. You have trouble pronouncing it. Target: Up to three creatures Attack: Make three attacks. or unconscious conditions. Rip And Rend Savage Attack 15 Your attacks tear armor. before making the attack roll. Effect: You stand up from being prone as a free action. Stance Minor Action Personal Savage Attack 15 . 1[W] and target is dazed (save ends) 1[W] and target suffers a penalty to all defenses equal to 1+your Strength modifier (save ends) 1[W] and target suffers a penalty to attack rolls equal to 1+your Charisma modifier (save ends) Miss: 1[W] damage and you gain 1 Fury. the same or different opponents. and push target 1 square Secondary Target: All allies in burst Effect: Target may shift 1 square. You cannot apply the same effect twice to the same enemy.SAVAGE 175 LEVEL 15 DAILY EXPLOITS Back In The Fight Savage Attack 15 Being beaten down just tells you that you've got a fight worth sticking around for. Armor class Hit: 2[W]+Constitution modifier damage. Daily Martial. deflect weapons. Weapon Standard Action Primary Close burst 1 Secondary Close burst 2 Primary Target: All enemies in burst Attack: Constitution vs. Target: One creature Attack: Constitution vs.CLASSES . and slide target 1 square. Daily Martial. You may spend a healing surge either before or after making the attack roll. Weapon Immediate Reaction Melee weapon Trigger: You lose the dying. you do your Constitution modifier in additional damage. But you are it. Miss: Half damage. cut tendons. AC. Weapon Standard Action Melee weapon Requirement: You must be furious. Hit: Pick one of the following effects. and otherwise leave your enemies a total mess. Your allies take advantage of the chaos this causes. sleeping. Special: The first time you attack an enemy. This is added to the damage done by the chosen effect. Daily Martial. Daily Martial. whether you hit or miss. you bash every enemy in reach. 2[W] and 5 ongoing damage (save ends). Constitution vs. vs. Clear The Way Savage Attack 15 With a terrifying roar. Miss: Half damage. Unrelenting You can't spell it. Armor Class Hit: 4[W]+Constitution modifier damage. " Encounter Martial. or slowed conditions from yourself. LEVEL 16 UTILITY EXPLOITS Gravity Is For Wimps Savage Utility 16 When you really want to wring someone's neck. immobilized. and have the Brutal 1 property. or an ally in the burst has failed an intimidate check against an enemy. Weapon Minor Action Personal Effect: Until the end of your next turn. . Effect: The triggering enemy suffers a penalty to his attack roll equal to 1+your Charisma or Strength modifier. Special: You may spend a point of Fury to grant a +2 power bonus to an ally's roll or -2 to an enemy's roll. you also do +2d6 damage if you score a critical hit with an improvised weapon. I Can Kill You With Anything Savage Utility 16 "Y'see this? The Ancestors called it a paper clip.CLASSES . an ally adds your Charisma modifier to his roll. Effect: You gain a climb speed equal to your move while using the triggering power.SAVAGE 176 Effect: Until the stance ends. dominated. If you do so. Only one point may be spent in this manner. Trigger: An enemy in the burst has intimidated an ally. and at the end of any move action which places you more than two squares from your starting square. Special: You may choose to end this stance as a free action at the start of your turn. you're not going to let a little thing like a sheer wall stop you. Two-handed improvised weapons you wield have a +2 proficiency bonus. an enemy cannot). Your Fight's With Me Savage Utility 16 Hello? I'm standing right here! Oi! Are you listening to me? Encounter Martial Immediate Interrupt Melee weapon Trigger: An enemy adjacent to you makes an attack which does not include you. While this effect lasts. restrained. you may add your Constitution modifier to your Will defense. remove all dazed. An enemy subtracts your Charisma modifier from his roll. Effect: The intimidate check is rerolled (an ally can refuse to do this. you may make a basic melee attack against him as part of this power. do 1d8 damage. I call it a 'stick it through your eyeballs until it comes out the back of your skull. That's Not A Knife Savage Utility 16 This is a knife! Encounter Martial Immediate Interrupt Close burst 10 Requirement: You must be trained in Intimidate. one-handed improvised weapons you wield have a +2 proficiency bonus. you may make a basic melee attack. and have the High Crit property. stunned. Daily Martial Immediate Interrupt Personal Trigger: You have an opportunity to use your Savage Jealousy class power. do 1d10 damage. If he misses with the attack. then dance a merry jig on his danglies. Effect: You pull the target adjacent to you. Miss: Target may make a basic melee attack against you. Encounter Martial. Encounter Martial.. but you have a +4 bonus to your opposed check. Weapon Standard Action Close burst 3 Requirement: You must be trained in Bluff. Tough Enough No matter how badly injured you are. and target is grabbed. then attack. You may make a basic melee attack against the target. .CLASSES . he fell for it. Brutal Frenzy: If you are adjacent to the target when he attempts to stand. you may end the grab and put the target in any legal square adjacent to you. and he must save. Armor Class Hit: 3[W] damage. Armor Class Hit: 2[W]+Constitution modifier damage. So long as target remains grabbed by you. or ratman shield.. Weapon Standard Action Melee weapon Attack: Constitution vs. and target is marked by you until the end of your next turn. and target is knocked prone. Armor Class Hit: 2[W] +Constitution modifier damage. Attack: Constitution vs. Savage Attack 17 Trip And Trample Savage Attack 17 Knock him to the ground. If he fails this save. Weapon Standard Action Melee touch Requirement: You must have one hand free. or. Feigned Weakness Savage Attack 17 Wow. The target may attempt to escape the grab as usual.SAVAGE 177 LEVEL 17 ENCOUNTER EXPLOITS Human Shield Savage Attack 17 Or mutant shield. you get the idea. Target: One creature in burst. Special: As an immediate interrupt. he provides cover for you. you deal 1+your Strength modifier damage to him as a free action. Target: One creature Attack: Constitution vs. Target: One creature Attack: Constitution vs. he does not stand. He provides cover to an ally you choose who is adjacent to that square. you just keep on going. and gain 10 temporary hit points. Encounter Martial. Armor Class Hit: 3[W]+Constitution modifier damage. Weapon Standard Action Melee weapon Requirement: You must be bloodied. And they call you dumb! Encounter Martial. Hit: 3[W] damage. Attack: Strength vs. Martial Savage Utility 22 . Weapon Standard Action Melee weapon Requirement: You must be furious.SAVAGE 178 LEVEL 19 DAILY EXPLOITS Blood Frenzy Savage Attack 19 Hitting people is like eating peanuts. the target is knocked prone. Bulldozer Savage Attack 19 Anyone between you and your enemy is going to get hurt. Target: One creature you can reach with a charge action. no matter how many squares they cover). Miss: Half damage. Signature Move Savage Attack 19 Yeah. Weapon Standard Action Melee weapon Requirement: You must be furious. and all enemies within 5 squares of the target suffer a penalty equal to 1+your Charisma modifier (minimum 2) on any attacks which do not include you until the end of your next turn.. Armor Class Hit: 2[W]+Constitution modifier damage. AC. Daily Martial. and you may shift 1 square and make a Constitution vs. LEVEL 22 UTILITY EXPLOITS Amazing Recovery You finally shake off the last effects of the poison. If this attack hits. Target: One creature Attack: Constitution vs. Effect: You take a charge action. and now you're really ready to fight. Miss: Half damage.. Armor Class Hit: 5[W]+Constitution modifier damage. If you hit. see below. Daily Martial.CLASSES . and so on. 1[W]+Constitution modifier attack against any legal target. this is the one the fans want to see. Constitution. Target: One creature Attack: Constitution vs. and target is dazed (save ends). Daily Martial. you may make a basic melee attack against each creature whose square you pass through (only one per creature. If you do. Special: You may use this power in place of a savage jealousy. You can't stop with just one. You may move through occupied squares. Yeah! Daily Healing. Weapon Standard Action Melee weapon Requirement: You must be furious. Special: You are weakened until the end of your next turn. until you miss or have attacked 5 times. you may shift and attack again. Miss: Half damage and you gain 2 Fury. selecting any legitimate target. They're all going down. LEVEL 23 ENCOUNTER EXPLOITS Clear Out! It's getting so crowded here you can't figure out who to hit next. you may make a basic melee attack against him as an immediate reaction. Martial. Doesn't matter. every time you hit with an encounter or daily power. Weapon Standard Action Close burst 1 Target: All enemies in burst Attack: Constitution vs. Effect: You expend a healing surge. I'll Take You All On! Savage Utility 22 There's more of 'em than you can count. all allies in the zone may spend a healing surge as a free action. gain a point of Fury. and push target up to 3 squares. Time to make some room.SAVAGE Immediate Reaction Personal Trigger: You save against all ongoing conditions. any ally in the zone may choose to gain 10 temporary hit points as an immediate reaction. Effect: You may immediately spend a healing surge and gain a +2 to your next attack roll. Stance. Armor Class Hit: 2[W]+Constitution modifier damage. Special: If you miss with the second roll. Furious Frenzy: Any time an ally gains temporary hit points as a result of this power. Daily Martial. 179 Exhausting Effort Savage Utility 22 You hurt yourself to make sure the other guy hurts more. Until the stance ends. you may slide the target 1 square. Stance Minor Action Close burst 5 Target: All enemies in burst Effect: All targets are marked by you (save ends). Encounter Martial. Encounter Martial Immediate Interrupt Trigger: You make an attack roll and do not like the result. but he's with us. any time a creature marked by you makes an attack which does not include you. Daily Healing. If your attack reduces a non-minion enemy to 0 hit points. You must use this roll. Glad He's On Our Side Savage Attack 27 Yes. You may reroll the attack with a +4 modifier. Zone Minor Action Close burst 5 Target: All allies in burst Effect: Until the stance ends. he gains a +2 power bonus to defenses against the next attack which targets him. he's eight feet of slavering bloodlust with the charm of a bloodger with a migraine and the hygiene skills of a trashdisposal robot. Savage Attack 23 . even though you've been nicknamed "Six Fingers".CLASSES . but do not gain any hit points or trigger any other effects from spending a surge. If this attack hits. Armor Class Hit: The triggering attack instead targets any legal target of your choice (including the triggering enemy). it takes damage equal to 5+your strength modifier. In addition. with a +4 to the attack roll." Encounter Martial. didja see how I smashed that guy? Little buddy? NOOOOOOO!!!!" Daily Martial.CLASSES . Brutal Frenzy: When the target misses with an attack roll. which is more polite than "You rip someone's spine out and then choke him with it.SAVAGE Miss: Push target 1 square. Target: The triggering enemy Attack: Constitution vs. it takes 5 additional damage. If you rolled a critical hit with this attack. Stop Hitting Yourself Savage Attack 23 You grab your enemy's weapon and redirect it at a more suitable target. Armor Class Hit: 4[W] damage and 10 ongoing damage. Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. Encounter Martial. LEVEL 25 DAILY EXPLOITS Big "No!" "Hey. Save ends both these conditions. Miss: You are at -2 to all defenses until the end of your next turn. Armor Class Hit: 4[W]+Constitution modifier damage. and target is dazed and takes 10 ongoing damage (save ends). be they blood. 180 Coughing Up Blood Savage Attack 23 Your powerful blow leaves your enemy regurgitating whatever internal fluids it uses. Mangling Maul Savage Attack 23 Call it "External Chiropractic Asphyxiation". Encounter Martial. sap. Weapon Immediate Interrupt Melee weapon Trigger: An adjacent enemy makes a melee attack. or lubricant. the triggering attack is a critical hit. Furious Frenzy: The psychic damage affects all allies of the target within 5+your Charisma modifier squares of him. Weapon Immediate Reaction Melee weapon Trigger: An ally is dropped to 0 or fewer hit points Requirement: You must be furious Target: The source of the attack which damaged the ally Savage Attack 25 . whenever the target misses with an attack roll. He falls prone. Each time he fails the save. Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. 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. little buddy. SAVAGE 181 Attack: Strength vs. Psychic. This mark lasts until the end of your next turn. laying waste to everyone in your path.CLASSES . you may spend a point of Fury to add 1[W] to the damage done. Armor Class Hit: 5[W]+Constitution modifier damage. Stance. This effect ends if a marked enemy scores a critical hit against you or if you spend a healing surge. Daily Martial. Target: One creature Attack: Constitution vs. and target is weakened (save ends) and marked by you until the end of your next turn. Effect: Until the stance ends. Encounter Fear. not just by this power) cannot gain line of sight to any creature but you. Armor Class Hit: 3[W]+Constitution modifier damage. Effect: You shift your speed. you may mark any target within your line of sight as a minor action 1/turn. you begin to storm across the battlefield. Miss: Half damage. You have a +4 to all defenses against attacks made against you by creatures you have marked. Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. You may not attack the same target twice. Just let 'em try. Special: Before rolling damage. and target is slid one square and knocked prone. Any creature marked by you (by any means. Broken Bones Savage Attack 27 Your unrelenting viciousness doesn't just shatter your enemies' bodies. and all enemies which can see you are marked by you until the end of your next turn. you may make the following attack. All enemies which can see you take 10 psychic damage and are marked by you until the end of your next turn. 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. Armor Class . Daily Martial. Miss: Half damage and slide target one square. in addition to any other Fury you may choose to spend. Roaring Rampage Of Revenge Savage Attack 25 With a truly terrifying bellow. Weapon Standard Action Melee weapon Requirement: You must be furious and bloodied. it shatters their minds as well. Martial. Each time you move a square. Special: You gain 2 Fury which you can use on this attack. Constitution Hit: 6[W]+Constitution modifier damage. You may not spend more than one point this way per attack roll. Weapon Standard Action Melee weapon Requirement: You must be furious Target: One creature Attack: Constitution vs. LEVEL 27 ENCOUNTER POWERS Broken Spirit. Armor Class Hit: 4[W]+Constitution modifier damage and slide target one square. He won't mind. such as a wall. Armor Class Hit: 5[W]+Constitution modifier damage. You may not attack the same target twice. you may shift up to half your speed. Attack: Constitution+2 vs.) After all movement is done. Effect: After making this attack. After each square of movement. Encounter Martial. you with the two heads and no brains! Get your mutant ass over here so's I can pound ya! Encounter Martial. and target is marked by you until the end of your next turn. ending when they are adjacent to you. 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. so that you can pound on them yourself. you may make a basic melee attack. Weapon Standard Action Close burst 1 Requirement: You must be furious Target: All enemies in burst Attack: Constitution vs. LEVEL 29 DAILY POWERS Frantic Assault Savage Attack 29 You move madly. Daily Martial. a statue. Daily Martial. Weapon Standard Action Melee weapon Requirement: You must be furious . Psychic. Armor Class Hit: 3[W]+Constitution modifier damage. Fight's Over Here! Savage Attack 27 Hey.SAVAGE 182 Hit: 4[W]+Constitution modifier damage. or shift 1 square so as to no longer be adjacent to you. and target gains vulnerability 10 (psychic) until the end of your next turn. until the ground is sodden with blood. or you slide each target up to 4 squares. (The target chooses which effect occurs.CLASSES . a large tree. Crushing Force Savage Attack 27 Your enemy is caught between a rock and a hard fist. you may attack each target. Stance. Peel Them Off Savage Attack 29 You tear enemies away from a friend of yours. and target grants combat advantage until the end of your next turn. stupid! Yeah. Attack: Constitution vs. Weapon Standard Action Melee weapon Target: One creature who is adjacent to blocking terrain. or any other appropriate object. Miss: Target may choose to either make a basic melee attack against you. swinging your blade or slashing your talons at anything which is near you. the ally may push the enemy 1 square. Your victim does not change. Effect: Until the stance ends. your allies gain a +2 bonus on their damage rolls until the start of your next turn. Savagery Unleashed Savage Attack 29 You become an unstoppable force of destruction. especially if they think you'll scare their enemies. The target grants combat advantage until the end of your next turn. SAVAGE PARAGON PATHS GANGLEADER "Shut up and do what I say!" Prerequisite: Savage class Savages are scary -.but being scary can attract as well as repel people. immobilized. If this attack hits. I Got Yer Back! (11th level) So long as you are adjacent to an enemy. you may also spend 2 fury to perform Savage Jealousy. or restrained. that enemy cannot flank. Daily Martial. Once in charge. Armor Class Hit: 4[W]+Constitution modifier damage and target ally may push creature up to 3 squares. you may make a melee basic attack against any enemy adjacent to an ally as a free action on your turn (1/turn only). . Some gangleaders seem to fall into the position.SAVAGE 183 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. you may make a melee basic attack at any point during that action. Miss: Half damage and slide target 1 square. Optionally. GANGLEADER PATH FEATURES This Is How You Hit 'Em! (11th level) When you spend an action point to take an attack action. and some are clever enough to figure out that having a few people on your side in a fight makes it easier to focus on the guys you really want to hit. When you take a move action. a gangleader is an expert at making sure his gang does what he says. and may stand up from being prone as a minor action. some are appointed or chosen by their friends. They must be able to see and hear you to gain this bonus. Only We Can Treat Our Pledges Like That! (16th Level) Whenever an enemy you can see makes an attack which bloodies an ally. Stance. Armor Class Hit: 6[W]+Constitution modifier damage Miss: Half damage Effect: Until the stance ends. and as long as this is what happens. and some rise to power by clambering over a mound of broken bodies. Weapon Standard Action Melee weapon Requirement: You must be furious Target: One creature Attack: Constitution vs. Many Savages like respect and all that comes with it. even if the triggering enemy is not your victim. everyone's happy. Or else. you cannot be slowed. you may mark that enemy until the end of your next turn.CLASSES . SAVAGE 184 GANGLEADER EXPLOITS One-Two Punch Gangleader Attack 11 Being in between you and one of your allies is a very bad place to be. Get Ready To Rumble! Gangleader Attack 20 At last. Daily Martial Requirement: Neither you nor your allies are surprised. Effect: If the target shifts before the end of your next turn. this stance ends. etc. he prefers to keep this hidden. This is pretty darn rare. If you change victims or the victim dies. any of your allies who attack your victim may add your Charisma modifier to their attack rolls against him. but the Hulking Brute revels in it (even if it's possible he is actually a bit sharper than he likes to let on. special actions you can take when an enemy is surprised. Effect: Until the stance ends. then sit back to watch the chaos. Get Him! Gangleader Utility 12 Even though it's usually more fun just to let everyone mix it up. HULKING BRUTE "Me smash puny rat-men!" Prerequisite: Savage class Not every savage fits the stereotype of the mindless slab of angry muscle. Encounter Martial. including any immunity to surprise. Weapon Standard Action Melee weapon Target: One creature you are flanking Attack: Constitution vs. and a flanking ally may make a basic melee attack against the same target. you gain a point of Fury. may act in the surprise round. During this round. and may shift 1 square as a minor action. With a gleeful roar. This is considered a "normal" surprise round and all applicable rules remain in force. Effect: You gain a surprise round.a huge mass of muscle that likes to crush. You. though. all of your boys surge forward. his allies just point him at the enemy. Trigger: Initiative has been rolled and the first round of combat is about to begin. Daily Martial. all the jibber-jabber has ended. kill. Stance Minor Action Target: Your victim.) The hulking brute is exactly what his name says -. if you or an ally makes an attack which hits no targeted enemies. both you and a single ally adjacent to the target when he began to shift may make opportunity attacks. Most of the time. . if this will move them closer to your victim. sometimes.CLASSES . and it's time to start fighting. it's best to get the entire gang pointed in the same direction. Armor Class Hit: 2[W]+Constitution modifier damage. and destroy. and a number of allies equal to your Charisma modifier. he deals 1d6+your Strength modifier damage. you suffer no effects. Piledriver Hulking Brute Attack 20 You hammer your foe on the head until he's buried up to his knees. you take half damage. If you miss with this attack. (16th level) Once per encounter. Jump Clear Hulking Brute Utility 12 You're smart enough to know what a grenade is. all enemies adjacent to you must save or fall prone themselves. and target is immobilized until the end of your next turn. Armor Class Hit: 2[W]+Constitution modifier damage. though he must end in an empty square. and push target 1+your Strength modifier squares. Each time he passes through an enemy square. until the end of your next turn. Armor Class Hit: 3[W]+Constitution modifier + Strength modifier damage. you may gain Threatening Reach 2 as a free action. You may push him through squares occupied by enemies. Aftereffect: Target grants combat advantage (save ends). Effect: If the attack hits. The Bigger They Are.SAVAGE 185 HULKING BRUTE PATH FEATURES Brutal Action (11th level) When you spend an action point to use an attack power. Daily Martial Standard Action Melee weapon Target: One creature Attack: Constitution vs. even if the power normally does damage or has other effects on a miss.CLASSES . Miss: Half damage. if the attack has no specified effect on a miss. Big Enuff! (11th level) While you don't actually change size categories. . Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. and strong enough to leap out of the way just in time. The enemy can choose to avoid this damage by falling prone. where he takes out a couple of his buddies.. HULKING BRUTE EXPLOITS Punch 'im Into Next Week Hulking Brute Attack 11 The powerful attack sends your enemy flying away. this ability is not expended. Take this action just prior to making an opportunity attack. Whether the attack hits or misses. and target is immobilized and dazed (save ends). it is treated as a miss. Encounter Martial Immediate Interrupt Trigger: You are targeted by an area or close attack. Encounter Martial. Once per encounter. The target falls prone at the end of this move.. when you are knocked prone by an enemy attack power. you add your Strength modifier to all damage rolls. you may shift 1 square. If the attack misses. you're at the upper end. . or otherwise making their lives hell. or you may be concerned solely with creating the biggest explosion possible. Scavengers also have many devices which can aid them or their allies. Nature. blasting your enemies back. or even another Scavenger. yes. simple ranged weapons. this might do. Endurance.. who just like to shoot things and is strongest with single-target attacks. Cults. Depending on your choices. Wisdom is also important. +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. machines. odd devices. They carry uncounted bags and pouches filled with wire. gadgets. Thievery Build Options: Precise Scavenger. . doo-dads. personal. From the class skills list below. and the Precise Scavenger. Key Abilities: Hitting a target relies on Dexterity or Intelligence. it is not possible for him to loan any of these items to another player. metal. and so forth. Implement: Toolkit Bonus To Defense: +1 Reflex. that's my lunch. denying them access to an area. or discharge a power capacitor in a truly devastating fashion. military one-handed guns. Leather Weapon Proficiencies: Simple one-handed melee weapons. Just about everything you do relies on your collection of scavenged and hand- crafted mechanisms. Power Source: Technology.. blah blah blah. Perception. and chemical concoctions. While the Scavenger's equipment is all described as devices. crystals. who focuses on area effects which can reshape the battlefield and toss enemies around.. Scavenger Training Scavengers are masters of picking up any old odd bits of junk and making something semi-useful out of them. Heal. you may be somewhat skilled at helping your teammates as well.these are Powers. Ah! Here it is!" CLASS TRAITS Role: Controller. Insight. The devices are unique. Armor Proficiency: Cloth. they may toss out a small grenade. It is certainly possible to mix and match aspects of both concepts. Oh wait. highly idiosyncratic. pick four more trained skills at first level: Acrobatics. Dungeoneering. or provide useful tools. and they can no more be handed out than a wizard can pluck a spell from his mind and give it to the fighter. Destructive Scavenger Class Features: Technical Mastery. At any moment. Two common build types for Scavengers are the Destructive Scavenger. but the real reason is simple game balance -. History. You have a wide range of explosives and tools which can shape the battlefield to your liking.SCAVENGER 186 SCAVENGER "I think I have something to deal with that. whirring gizmos. fit a heat-seeking warhead to a primitive arrow.CLASSES . if any. Without his toolkit (implement). A scavenger stripped bare and tossed into an empty pit can no more make an improvised pistol than a fighter stripped of armor and weapons can somehow manufacture them out of nothing. SCAVENGER CLASS FEATURES Just The Thing: Scavengers are. pouches. The area of a burst or blast power increases by 1. THE NAKED SCAVENGER Sorry. increasing to +3 at 11th and +4 at 21st. Once per day per tier. This power does not recharge until after an extended rest. but if all of his devices are taken from him. all those who feel that it's BadWrongFun to ever have a character unable to access his powers. or one just made by an adjacent ally.SCAVENGER 187 THE SCAVENGER'S TOOLS The scavenger relies primarily on a set of tools. after a short rest or right after an extended rest. or a diplomacy check by a valuable trinket usable as a bribe. . these tools increase the efficiency of what a scavenger does. This increases to +2 at 21st level. skill. a Scavenger may choose one of the following specializations: Weaponsmith After a short rest. except that the scavenger can give a +1 power bonus to a single piece of armor with the Tech keyword. it's not a bad idea for a scavenger to have a decent basic attack to fall back on. and are known for having a seemingly endless assortment of bits and pieces of junk in various pockets. a thievery check by a set of lockpicks. a heal check might be aided by the items in a medical kit. In addition. Any effect it produces which a save can end inflicts a -2 penalty on saves. trained. scavengers. a Scavenger can gain a +2 per tier power bonus on any skill check which could reasonably benefit from tools or gear. which can range from a computer-enhanced Swiss army knife to a collection of rusted out pieces of junk no one but the scavenger himself can identify. For this reason. any power he has with the Device keyword doesn't work. the scavenger can choose one of his own encounter or daily powers. Much like an Implement. a Scavenger uses Average difficulty when using an appropriate. This bonus increases to +2 at 21st level. a scavenger may tinker with any weapon with the Tech keyword to give it a +1 power bonus to attack or damage. He can supercharge this power in one of the following ways: It gains a +2 power bonus to attack and damage rolls. to attack and damage of any power with the Toolkit keyword. a scavenger can still function. The scavenger may announce he is using this power after the skill check is rolled but before the result is announced. well. and sacks. Technical Mastery: Scavengers are masters of technology. Armorsmith As per gunsmith. A power which can be sustained as a minor action lasts one additional turn after the scavenger stops sustaining it. For example. and can get more out of it than just about anybody. Tinkerer Once per day. The scavenger may apply this bonus to a skill check he has made. When making skill checks during a Tech Use skill challenge.CLASSES . This lasts until the end of the next encounter or until the next extended rest. adding their bonus. At-Will Implement. Increase damage to 2d6+Intelligence modifier at 21st level. Attack: Intelligence vs. Zone Standard Action Close Burst 1 Target: Each creature in burst. you create a dead zone which will protect your friend from the force of the blast. Reflex Hit: 1d6+Intelligence modifier damage. God Of Destruction. and how to keep his friends from blowing up along with it. Demolitions Training The scavenger knows how to blow stuff up real good. Almost in passing. 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. Encounter Minor Action Target: One adjacent ally. Careful Aim Scavenger Class Feature By properly adjusting the magnetic field on the CT grenade. Encounter Minor Action Target: One ally you can see. He gains the Careful Aim power. even if he otherwise would be. but all have also had some special focus or passion which gives them an extra edge. Freon Spray Belt Scavenger Attack 1 You touch a device at your waist. Scavenger's Support Scavenger Class Feature You notice something wrong with your ally's gear. 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.CLASSES . Technology. Increase to 2d6+Intelligence modifier at 21st level. LEVEL 1 AT-WILL GADGETS Bottle Of Boom Scavenger Attack 1 With a quick prayer to Seefore. Technology.. One target (your choice) is also knocked prone. Attack: Intelligence vs. capable of working with almost any kind of machine. He gains the Scavenger's Support power. Thunder Standard Action Area Burst 1 Within 10 Target: Each creature in burst. Good thing you wore your warm shoes. you hurl this vial at a foe. . and the ground around you freezes. At-Will Cold. and deafened until the start of your next turn. Effect: The targeted ally is not targeted by your next attack. you fix it..SCAVENGER 188 SCAVENGER TRAINING Every scavenger is a jack-of-all-trades. Fortitude Hit: 1d6+Intelligence modifier cold damage. Implement. . Attack: Intelligence vs. Implement. Attack: Dexterity vs. Effect: The area continues to burn until the start of your next turn. At-Will Fire.CLASSES . Technology Standard Action Area Burst 1 within 10 Target: All creatures in burst. Increase to 3d4+Dexterity modifier at 11th level. though you do add your implement's enhancement bonus. Technology Standard Action Ranged 15/30 Target: One creature. Shockclaw Glove Some twisted metal. some old batteries. Fortitude Scavenger Attack 1 . At 11th level. Reflex Hit: 1d4 damage. At-Will Implement. You do not add an ability modifier to the damage for this power. Attack: Dexterity vs. Incendiary Grenade Scavenger Attack 1 First invented. Reflex Hit: 2d4+Dexterity modifier fire damage. Reflex Hit: 1d6+Intelligence modifier fire damage. you may attack up to 4 targets and the damage increases to 3d4. Technology Standard Action Melee Target: One creature. Increase to 2d6+Intelligence modifier at 21st level. Increase to 4d4+ Dexterity modifier at 21st level. which lasts until the end of the scavenger's next turn. MIRV Scavenger Attack 1 It's rumored this device allowed the ancient bard Mirv to slay a mutant beast called a gryphon. Lightning. Special: Using this power does not provoke opportunity attacks. it is said. At-Will Implement. and slide target one square. Technology Standard Action Ranged 15 Target: One or more creatures. Laser. At-Will Implement. see below. by the great technician Molo Tov. At 21st level. Any creature entering or ending their turn in the area takes Intelligence modifier fire damage. you may attack up to 3 targets and the damage increases to 2d4. Sustain Standard: The zone persists. Special: At first level.. Any creature who enters or begins their turn in the zone takes Intelligence modifier cold damage. Attack: Dexterity vs.SCAVENGER 189 Effect: This power creates a zone of frozen ground around the scavenger. Heirloom Wrist Mounted Laser Scavenger Attack 1 It looks like it's held together by sheer force of will. some insulating hide. you may attack up to two separate targets. The zone is difficult terrain and moves with the scavenger. but it can still do the job. Technology Standard Action Ranged 20 Target: One creature Effect: The target takes 2+Intelligence modifier damage. Technology. Demolition Training: Target is also knocked prone. Attack: Intelligence vs. Target Drone Scavenger Attack 1 It's a small thing. Weapon Standard Action Area burst 1 within 10 Target: All creatures in burst. Directed Explosion You toss the grenade so it spins to a stop just so. Technology Standard Action Ranged 15 Target: One enemy adjacent to an ally. Effect: The area of the burst becomes difficult terrain until the start of your next turn. When it explodes. Reflex Hit: 2d8+ Dexterity modifier fire damage. Reflex Hit: 2d6+ Intelligence modifier damage. In addition. Attack: Intelligence vs.CLASSES . Attack: Dexterity vs. Technology. The base damage increases to 2d6+ Dexterity modifier lightning damage at 21st level. Encounter Implement. and the secondary damage increases to your Intelligence modifier +2. you may choose one enemy adjacent to the target who must then choose to be either pushed 1 or take Intelligence modifier lightning damage. directing its force precisely where you want it. Scavenger Attack 1 Ground Assault Scavenger Attack I You put just the right spin on the grenade to cause it to lodge below the ground. Encounter Implement. the area around it becomes momentarily impassable. Reflex Hit: 2d8+ Intelligence modifier damage. distracting the enemy. Laser. Support Training: The defense bonus is equal to your 1+Wisdom modifier. and an ally adjacent to the target gains +2 to all defenses against that enemy until the end of your next turn. and the target is pushed 1 square. . like a tiny iron bee. if any. plus your implement's enhancement bonus to damage. You just tell it who you want it to sting. LEVEL 1 ENCOUNTER GADGETS Cover Fire Scavenger Attack 1 You fire a few quick blasts at a foe engaged with an ally. Weapon Standard Action Area burst 1 within 5 Target: All creatures in burst. This increases to 3+Intelligence modifier at 11th level and 5+Intelligence modifier at 21st level. At Will Implement.SCAVENGER 190 Hit: 1d6 weapon damage plus Dexterity modifier Lightning damage and push target 1 square. Encounter Implement. Hallucinogenic Mist Scavenger Attack 1 The faint cloud spreads across the battlefield. Psychic. Will Hit: 2d6+Intelligence modifier psychic damage and the creature is hallucinating(save ends). catching a target by surprise. Daily Acid. Technology Standard Action Area burst 2 within 10 Target: All creatures in burst. and distracting him so an ally can get in a telling blow. Miss: Half damage and 5 additional damage when the target takes their next action. Encounter Implement. and the creature grants combat advantage until the end of your next turn. Technology Standard Action Ranged 15/30 Target: One creature Attack: Dexterity+2 vs. Miss: Half damage. Technology. Reflex Hit: 3d6+Intelligence modifier damage. While hallucinating.SCAVENGER 191 Rebound Scavenger Attack I You angle your wrist laser off a reflective surface. Acid Sprayer Scavenger Attack 1 People really need to learn not to get 'all up in your grill'. Daily Implement. Weapon Standard Action Area Burst 1 Within 20 Target: All creatures in burst. Laser. Attack: Intelligence vs. Implement. Armor Class Hit: 2d8+Dexterity modifier fire damage. causing horrifying delusions and strange actions. Attack: Intelligence vs. In addition. but nothing says 'back off!' like a chest full of lacerating wounds. and the target grants combat advantage to the next ally to attack him. Secondary Attack: Intelligence vs. Reflex Hit: 2d4+Intelligence modifier acid damage. Miss: Half damage. . Technology Standard Action Close blast 3 Primary Target: One enemy in blast. it must use its standard action to make a melee basic attack against a random legal target. any creature hit takes an additional 5 damage if they take more than one action during their turn (save ends).CLASSES . and target is at -2 to attack until the end of your next turn. LEVEL 1 DAILY GADGETS Shrapnel Bomb Scavenger Attack I It may not be very sporting to fill a grenade with sharp bits of rusty metal. as the Ancient sages used to say. Attack: Dexterity vs. Fortitude Hit: 2d8+Dexterity modifier acid damage. the creature grants combat advantage and must make a saving throw at the start of its turn. Secondary Target: All other creatures in blast. if there are no such targets. If it fails this save. it does not use its standard action and takes 1d6 psychic damage. and primary target is blinded until the end of your next turn. and targets are at -2 to attack until the end of your next turn. Daily Implement. Melee touch Target: One creature suffering from a penalty to defenses due to an effect which a save can end. Technology Standard Action Primary Ranged 10 Secondary Close burst 1 Primary Target: One creature Attack: Dexterity vs. adding your Wisdom bonus to his roll. Any creature entering the cloud who is not currently affected by the mist is attacked. Psychic. Daily Scavenger Utility 2 . Field Guide To Mutants Scavenger Utility 2 A scavenger knows a lot of things.CLASSES . if only he can find them in his notes. Roll only once for temporary hit points gained.. Effect: You may shift 2 squares. and target gains 1d6+your Wisdom modifier temporary hit points.. You may use this power no more than once per turn. Miss: Half damage. Daily Technology Minor Action Effect: You gain a +5 power bonus on your next Knowledge check this turn to determine a creature's strengths or weaknesses. If this gives you cover from your attacker.he was a wuss. Rubble Runner Years spent moving through ruined cities has given you a gift for traversing such terrain. Effect: The target immediately saves against the effect. Encounter Technology Minor Action Personal. Implement. Perhaps that's why he's dead and you're not -.SCAVENGER 192 Special: The cloud persists until the end of your next turn. LEVEL 2 UTILITY GADGETS Duck And Cover Scavenger Utility 2 Scavengers spend a lot of time in hostile environments. If the save fails. They've become skilled at getting out of the way. this power is not expended. you may immediately make a stealth check. Daily Healing. but it might hold long enough. and secondary target may spend a healing surge and also gains 1d6+your Wisdom modifier temporary hit points. Quick Fix Scavenger Utility 2 It won't hold for long. Daily Immediate Reaction Trigger: You are missed by a ranged attack. Support Training: You may target two creatures in the secondary area. Fortitude Hit: 3d8+Dexterity modifier psychic damage. Secondary Target: Self or one creature in burst. Lifeleech Cable Scavenger Attack 1 Your old trainer would be dismayed to see you use a tool of healing as a weapon of war. . Effect: Immediately after using this power.SCAVENGER Move Action Effect: You move your speed. Reflex Hit: 2d6 +Intelligence modifier fire damage and 5 ongoing fire damage. Encounter Implement. ignoring difficult terrain. Technology Standard Action Ranged 15 Targets: One creature Attack: Dexterity vs. Attack: Intelligence vs. . Fire. Encounter Implement. Technology Standard Action Ranged 15 Target: 1 creature Attack: Dexterity vs. Reflex. If they teleport. Attack: Intelligence vs. Reflex Hit: 3d8+Dexterity modifier damage. victory. Reflex Hit: 3d6+Intelligence fire damage. Special: If the target moves for any reason. Scavenger Attack 3 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. you may shift 2 squares. Ouch. Miss: Half damage. Primary Target: One creature Attack: Intelligence vs. Fire. they take 5 points of damage and are immobilized in their new square. Secondary Target: All creatures in a Close Burst 1 centered on the primary target. while affected by this power's immobilization. Fortitude Hit: 4d4+Dexterity modifier damage. Technology Standard Action Close blast 5 Targets: All creatures in blast. At the end of motion. Technology Standard Action Special See below. Napalm In The Morning Smells like.CLASSES ." Encounter Implement. (The cage comes with them.. they take 5 points of damage per square moved. and target is immobilized (save ends). The target is rather painfully entwined. and target is slid 1+Wisdom modifier squares (minimum 1).) Magnetic Beam Scavenger Attack 3 Rip your enemy apart. including forced movement. target must save or fall prone.. 193 LEVEL 3 ENCOUNTER GADGETS Barbed Wire Cage Scavenger Attack 3 A spring loaded lash of twisted wire launches from your patched-together device. then make him lurch foolishly towards you. Encounter Implement. save ends. Hit: 1d6+Intelligence modifier fire damage. Technology Standard Action Area Burst 1 within 5 Primary Target: All creatures in burst Attack: Intelligence vs. Reflex. Repeat the attack. Time to break out the sniper rifle.. Miss: Half damage. you do not make an attack. Daily Implement. Laser. but reduce damage to 2d4+Intelligence modifier. and target ally may push the creature hit one square.. then to Burst 1 on the following turn. Any creature entering the zone or beginning their turn in the zone is subject to attack. each against a different creature adjacent to the target creature. though you gain a +2 to defenses. you are attacked. If you are in the blast radius. Daily Implement. Any creature who steps on this square before the end of the encounter triggers the attack. Goop Grenade Scavenger Attack 5 A mass of hideously sticky ooze erupts from this grenade's point of impact. picking a target square within 5 squares of the secondary effect. you designate one square adjacent to you. Effect: Pick a location within 5 squares of the first attack. At the end of the scavenger's next turn. Fire.. Reflex Hit: Target is immobilized and grants combat advantage (save ends both) Miss: Target is slowed (save ends) Special: The goop dissolves slowly. but reduce damage to 1d4+Intelligence modifier. Attack: Make up to 3 attacks of Dexterity vs. Reflex Hit: 3d4+Intelligence modifier fire damage and slide target one square. the zone shrinks to Burst 2. Rather. Support Training: Target ally may slide 1 square if any enemies were hit. Technology. Demolitions Training: The secondary area becomes a Close Burst 2. . holding everyone in place. then finally vanishes. Defensive Barrage Scavenger Attack 5 A series of precise shots helps corral enemies away from an ally. Daily Implement. Zone Minor Action Area burst 3 within 20 Target: All creatures in burst. If you are within 5 squares of the target square and have LOS. you may spend a move action to trigger this attack. Technology Standard Action Ranged 10/20 Target: One ally in range. explosive rocks.CLASSES . A given creature can only be affected once by this power in a single round. Attack: Intelligence vs. Demolitions Training: Repeat a third time.SCAVENGER 194 Special: When you use this power. Hit: 2d6+Dexterity modifier fire damage. Repeat the attack at that square. LEVEL 5 DAILY GADGETS Bouncing Betty Scavenger Attack 5 Just like skipping rocks on a lake.. Special: The wall is pretty fragile. Technology Immediate Interrupt Trigger: You begin to fall more than 2 squares. 2312 edition.. Technology Immediate Interrupt Trigger: You make a Perception check and are unhappy with the result. Ah! The Junior Woodchuck's Handbook! Encounter Technology Minor Action Close burst 5 Target: One ally in burst. Armor Class Hit: 2d12+Dexterity modifier fire damage and target is blinded (save ends).. Technology Standard Action Area wall 8 within 10.SCAVENGER 195 Overloaded Beam Scavenger Attack 5 Turning everything up to the maximum. and taking the time to aim carefully. you have every tool you need to enhance feeble organic senses.. rocks. Special: If you also give up your Minor Action. Miss: Half damage and target grants Combat Advantage (save ends). bolstered by nanowire autospooler. magnifying glass. Improvised Fortifications Scavenger Utility 6 Even you aren't sure how you got that built so quickly.CLASSES . Effect: Pick one skill in which you are trained. the rest of the wall collapses. insta-metal foam spray. Effect: You negate a number of squares of falling damage equal to twice your Intelligence modifier.. Anyone in a square occupied by the wall may choose which side of the wall to be on. Implement. . Extensive Notes Scavenger Utility 6 Grey's Anatomy. The target ally gains a bonus to his next use of that skill equal to your Intelligence modifier +1. they will move to the nearest free space. Laser. Let Me Look Again Scavenger Utility 6 Binoculars. you gain a +2 power bonus to the attack and damage rolls. Daily Implement. Encounter Implement. and anything else at hand. old boards. Encyclopedia Britannica. and expanding memory metals. Effect: You hastily erect a barrier of sheet metal.. Technology Standard and Move Action Ranged 20/40 Target: One creature Attack: Dexterity vs. sound magnification implants. If three squares are destroyed.. the wall will last until the end of the encounter. no. LEVEL 6 UTILITY GADGETS Acme Instant Umbrella Scavenger Utility 6 A fatal fall becomes a peaceful glide. Unless damaged. Each square has Resist (All) 5 and 20 hit points. Daily Conjuration. The wall is ten feet high. if there are no directly adjacent squares. no. Encounter Implement. you focus a devastating beam at a single target. Any creature ending their turn in the zone takes Intelligence modifier acid damage. Each fires a tiny electric sting. Technology. The zone remains until the end of the scavenger's next turn. Fortitude Hit: 2d8+Intelligence modifier acid damage. unable to give full attention to larger foes. Technology. Technology.SCAVENGER 196 Effect: You may reroll the check and add your implement's enhancement bonus.CLASSES . Harassing Drones Scavenger Attack 7 A thousand microscopic metal insects emerge at your command. to tangle them in wire or encase them in ice. As an added benefit. Technology Standard Action Area burst 2 within 15 Targets: All creatures in blast. Encounter Acid. Reflex Hit: 3d8+Intelligence modifier damage. you can move the zone 3 squares. Attack: Intelligence vs. Sustain Minor: The zone persists. Zone Standard Action Area burst 2 within 10 Target: All enemies in zone Attack: Intelligence vs. Reflex Hit: 2d6+Intelligence modifier lightning damage. powerful amplifiers. Pulse Bomb Scavenger Attack 7 A mix of old sound systems. LEVEL 7 ENCOUNTER GADGETS Acid Reign Scavenger Attack 7 A mix of microexplosive capsules filled with powerful corrosives turns the ground into an uneven and deadly morass. Zone . Encounter Implement. magnetic coils. Any creature moving through the area must make an Acrobatics check (DC=10 +1/2 scavenger’s level) or fall prone. Effect: The zone is difficult terrain. enemies are constantly distracted and diverted. Thunder. Implement. Demolitions Training: This attack critically hits on a 19-20. but sometimes. Any creature knocked prone in the zone takes 1d6+Intelligence modifier acid damage. Effect: All enemies starting their turn in the zone take 1d6 points of lightning damage and grant combat advantage so long as they are in the zone. You must keep the result of the second roll. you just need to hurt them. harmless in itself but deadly in numbers. Encounter Implement. As a move action. Attack: Intelligence vs. Heavy Grenade Scavenger Attack 7 It's all well and good to send foes hither and yon. Zone Standard Action Area blast 5 within 20 Target: All creatures in blast. Encounter Implement. the tiny mechanical minds of the insects can tell friend from foe. While surrounded by this swarm. and a disc labeled "Black Sabbath's Greatest Hits" combine to create a powerful area-denial device. The zone vanishes at the end of the caster's turn. Warding Shot Scavenger Attack 7 Your enemy is right where you want him. Attack: Dexterity vs. Miss: Half damage and target is immobilized until the end of your next turn. Allies can pass through the square. Icicle Gun Scavenger Attack 9 One high-powered super-soaker. enemies cannot. Support Training: Allies in the zone have a +2 to all defenses against attacks with the thunder keyword. Fortitude. Laser. Any creature which begins its turn in the zone takes Intelligence modifier thunder damage and is pushed 1 square. Reflex Hit: 2d8+Dexterity modifier fire damage. Effect: The zone lasts until the end of the scavenger's next turn. and creature is pushed one square. . Hit: 2d6+Intelligence modifier thunder damage. one slightly demented inventor.SCAVENGER 197 Standard Action Area burst 2 within 15 Target: All creatures in burst. Reflex Hit: 3d8+ Dexterity modifier cold damage and target is immobilized and takes ongoing 5 cold damage (save ends both). Technology Standard Action Ranged 20/40 Targets: One creature Attack: Intelligence vs. The push is calculated as if the scavenger were standing in the burst target square. Effect: Whenever the creature moves or shifts until the end of your next turn. It occupies a square. Sustain Minor (1/turn): You may repeat the attack on the same or a different target within range. That power is expended.. Technology Standard Action Ranged 15/30 Target: One creature Attack: Dexterity vs. If you hit. as above. Special: Choose one unexpended encounter power. one tank of liquid nitrogen. the target takes half damage and the move is negated. Implement. Attack: Intelligence vs. Zone Standard Action Primary Area: Ranged 15 Secondary Area burst 2 Primary Target: One creature in range. Daily Conjuration. Implement.. using virtually everything you have on you at the time. The zone is difficult terrain. Make sure he stays there. you may repeat the attack as an immediate interrupt. Effect: The turret lasts until the end of the encounter or until you dismiss it as a free action. Sustain Move: The effect continues. Implement. It has Resist 5(all) and 15 hit points.CLASSES . The resulting device belches smoke and sparks. Encounter Fire. but it works. Reflex Hit: 2d10+Intelligence modifier damage and target is knocked prone. LEVEL 9 DAILY GADGETS Autofire Turret Scavenger Attack 9 You hastily unfold and slide together seemingly unrelated components. Technology. Daily Cold. It can be attacked by powers which can affect objects. SCAVENGER 198 Secondary Targets: All creatures in burst 2 centered on primary target. Effect: Zone is difficult terrain until the end of your next turn. Small: The attack affects only a single target. until it sputters and spits out a series of spinning. Sustain Minor: The zone persists. If the target moves or shifts before the end of your next turn. Daily Device. Miss: Half damage and target takes 5 damage if it moves before the end of your next turn. it immediately takes 5 damage and then 5 ongoing damage (save ends). Special: When this power is used. 3d6+Intelligence modifier. Scavenger Utility 10 . Whirling Blades Scavenger Attack 9 The odd looking gun seems almost like a joke. they are immobilized (save ends). LEVEL 10 UTILITY GADGETS Crash Cart According to your mentor. 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. Technology Standard Action Area Variable-size burst within 10. Attack: Dexterity vs. damage is 3d6 and target is dazed (save ends).CLASSES . damage is 2d12+Intelligence modifier and target is stunned (save ends). If they both begin and end their turn in the zone. Target: One adjacent dying ally. Technology Minor Action Melee Prerequisite: You must be trained in Healing. dazed. and target grants Combat Advantage (save ends) Demolitions Training: Add Wisdom modifier to damage for Small and Medium blasts. where they rend flesh and armor with equal ease. Hit: 2d8+ Dexterity modifier cold damage. or large blast. Daily Implement. Daily Healing. or 4d4+Intelligence modifier damage. Attack: Intelligence vs. Reflex Hit: 2d8+Dexterity modifier damage. medium. deadly. or grants Combat Advantage Miss: Half damage and target is knocked prone. the scavenger must declare if he is using a small. disks which arc and whirl towards their distant targets. see below Targets: All creatures in area. before any dice are rolled. Any creature entering or beginning their turn in the zone takes 1d8 cold damage and is slowed (save ends). damage is 4d4. Large: Area is Burst 3. Technology Standard Action Ranged 15/30 Targets: Up to 1+Intelligence modifier creatures in range. and target is stunned. Medium: Area is Burst 2. Reflex Hit: 2d12+Intelligence modifier. it helps to scream at your target while using this device. Daily Implement. you stop moving and must save or fall prone. Allies can choose to be hit. Reverse The Polarity Scavenger Utility 10 All we have to do is reroute the primary baryon emitter through the alternate particle grid. Phased Communications Array Scavenger Utility 10 Can you hear me now? Daily Device. Jet Propelled Roller Skates Scavenger Utility 10 Another creation of the Ancestor's trickster coyote god. 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. Technology Standard Action Ranged 10/20 Targets: Up to 4 creatures in range. until the end of the encounter.SCAVENGER 199 Effect: A dying ally gains hit points as if he had spent a healing surge. I push the shiny red button and something magic happens. OK? Daily Device. or the target gains a +2 to Armor Class until the end of your next turn. Unless you were supposed to press the blue button. Hit: Either the target takes 3d8+ Dexterity modifier force damage and is pushed 1 square. while benign fields protect you and your allies from harm. You choose for each target you hit. Implement. LEVEL 13 ENCOUNTER GADGETS Force Projector Scavenger Attack 13 Powerful spheres of gravitic energy slam into your enemies.. .CLASSES . which will overcharge the quark coil array and thus create a counter-entropic field which should negate the.. Effect: During a short rest. Technology Standard Action Target: One conjuration or zone. You may then speak to that ally as if he were adjacent to you at a distance of up to Wisdom modifier miles. Sustain Minor: You may sustain this power as a minor action. you may attune a small communications device and give it to an ally. Technology Minor Action Effect: Until the end of your next turn. You cannot move across any difficult terrain. Attack: Dexterity vs.. Attack: Dexterity vs..) Hit: The conjuration or zone is removed. look. Reflex. but it should be within the normal defense range for level-appropriate creatures or traps. the Will defense of the creator of the conjuration or zone. or the encounter’s level+12 for automatic or mindless effects such as force fields. (The DM may adjust this defense up or down if it seems reasonable. Technology Special Target: One ally. if you are forced into difficult terrain. You may only attune one such device per day. your Speed increases by 2. Special: This power works even on conjurations or zone which do not have the Technology keyword. Encounter Force. Attack: Intelligence vs. Encounter Fire. Laser. LEVEL 15 DAILY GADGETS Biofeedback Beam Using the proper neural resonance field. Encounter Device. If he saves.CLASSES . Each time a creature takes damage from entering a square. it takes 2d6+Intelligence modifier damage. You do add your implement enhancement modifier to the damage done by this power. and the target is knocked prone. With any luck. 200 Fractured Beam Scavenger Attack 13 A sequence of mirrors and focusing lenses attached to the makeshift laser sends the beams scattering across the battlefield. Reflex Hit: 3d6+Intelligence modifier force damage. Daily Healing. if the save succeeds. Zone Standard Action Close blast 1 to 4. it collapses inwards. Trenchmaker Scavenger Attack 13 The focused power of this potent grenade tears a gouging wound into the earth itself. Instant Minefield Scavenger Attack 13 The explosives are tiny silver spheres. Encounter Implement. You choose how big to make the zone when you use this power. Any creature within the pit at this time takes an additional 1d10 damage and is immobilized (save ends). you can weaken your enemies and aid your friends. Otherwise. Demolitions Training: Wall is 3+Wisdom modifier squares in size. Reflex Hit: 4d6+Dexterity modifier fire damage. Special: The zone attacks all creatures. You cannot dismiss the zone. This effect triggers each time a square is entered via a move or shift. Implement. 2 squares deep and 1 square wide. your comrades know when to duck. Special: Targets receive no benefit from partial cover. Implement. Effect: When entering any square in the zone. Effect: The "wall" is actually a pit. Implement. the zone is destroyed. At the end of your next turn. and wait for the fun to start. the zone lasts until the end of the encounter. Technology Standard Action Close blast 5 Target: All creatures in blast Attack: Dexterity vs.SCAVENGER Support Training: Armor class bonus is equal to 1+Wisdom modifier. no wider than a child's smallest finger. even though there is no attack roll. Technology Standard Action Area burst 3 within 15 Targets: All enemies in burst. Technology Standard Action Area Wall 4 within 10 squares Target: Each creature adjacent to or within the wall. You scatter them in great handfuls around you. by this point. If the target is within the wall. Allies have a +2 to all defenses against this attack. he is placed prone on any legal adjacent square. becoming difficult terrain. including you. Scavenger Attack 15 . Psychic. a creature may choose to expend one or two squares of movement. If it expends only one square. he must save or fall 2 squares. it is not triggered by forced movement. he makes a save at -5. and the target is dazed until the end of your next turn... caught between floating mirrors and forming a dangerous web. Hypnotic Pulse Scavenger Attack 15 The sound resonates in time with the heartbeat of the universe. Daily Conjuration. Will Hit: 3d6+Intelligence modifier psychic damage. Implement. and then a single bolt of light become a thousand criss-crossing beams. Miss: 1d10+Dexterity modifier thunder damage. Aftereffect: Target is dazed (save ends). or beginning their turn in a square. Sustain Minor: By constantly tuning and adjusting the wall. Scattershard Grenade Scavenger Attack 15 Gravitic this and nano that. LEVEL 16 UTILITY GADGETS Jetpack Up.. Will Hit: 2d10+Dexterity modifier thunder damage. Laser. Any creature entering a square of the wall. good old black powder and steel is all you need to take down the enemy.. Any ally in the area gains 3 temporary hit points per enemy hit. Technology Standard Action Area blast 5 within 10 Target: All creatures in blast. Daily Charm. The wall persists. Target is immobilized (save ends).CLASSES . Technology . Technology Standard Action Area wall 10 within 5 squares Effect: You create a wall of laser energy. Laser Wall Scavenger Attack 15 A thousand tiny mirrors position themselves on microscopic floater units. Daily Implement. which is immune to any attack which does not damage objects. Only area attacks can affect a square. and away! Daily Scavenger Utility 16 Device. you can keep it going. Attack: Intelligence vs. up. Support Training: Allies gain 2+your Wisdom modifier temporary hit points per enemy hit. The wall has all defenses at 30 and 15 hit points per square. and slide target 1 square. Reflex Hit: 4d6+Intelligence modifier damage.SCAVENGER 201 Attack: Intelligence vs. Technology Standard Action Ranged 15 Target: 1 creature Attack: Dexterity vs. Demolitions Training: Target is also knocked prone.. It is possible to attack the mirror matrix which makes up the wall. and the target is dominated (save ends). Miss: Half damage and target is slowed (save ends). Implement. The wall can be 10 squares long and up to 3 squares high. Fire. Thunder. or there was something funny in those mushrooms you are last night.. Any square containing the wall is difficult terrain. bah! Sometimes. Either it's a powerful subsonic effect. and target grants combat advantage until the end of your next turn. takes 2d6+Intelligence modifier fire damage. and your skin crawls when you're near it. If you stop sustaining it or cannot sustain it. but this taped together device allows the tools of the Ancestors to function without draining batteries. Tuned Negation Field Scavenger Utility 16 With the proper adjustments to the force field. or for five minutes. This includes invisible creatures. Secondary Area: Close burst 1 centered on primary target . Reflex Hit: 2d6+ Dexterity modifier lightning damage. and the target is dazed until the end of your next turn. Lightning. He also gains a +2 to all defenses. Sustain Move: The effect persists. Attack: Dexterity vs. Reflex Hit: 3d6+ Dexterity modifier lightning damage. no creature to which you have line of sight may have concealment from you. LEVEL 17 ENCOUNTER DEVICES Lightning Gun Scavenger Attack 17 The Franklin-XK23 Static Focuser was in common use during the War of '23. Technology Effect: Until the end of your next turn. Sustain Minor: You can sustain this power until the end of the encounter.SCAVENGER 202 Standard Action Personal Effect: You gain a fly speed of 8 (hover) until the end of your next turn. It's still helpful today. You can dismiss it as a minor action. Encounter Device. magnetic field imagers. Encounter Device Minor Action Personal. and the target grants combat advantage until the start of your next turn. Implement Standard Action Primary Area Ranged 20 Primary Target: One creature Attack: Dexterity vs. but this bizarre mix of thermal lenses. you fall and take appropriate damage. Especially if no friends are nearby. Daily Technology. The zone lasts for five minutes or until the end of the encounter. though. and radar arrays will show you just about anything you might wish to see on the battlefield. Zone Standard Action Close burst 5 Effect: Any item within the zone which relies on a UPC functions without draining charges or time.CLASSES . or so you heard. This lasts for five minutes or until the end of the encounter. Daily Technology Minor Action Melee touch Target: One ally or self Effect: The target gains Resist 10 against a single damage type. spits sparks. Multispectral Goggles Scavenger Utility 16 They may not be fashionable. you can keep an ally safe from the shockadillo's lightning. Secondary Targets: Any two creatures within 5 squares of the primary target. Power Beam Generator Scavenger Utility 16 It makes strange noises. Keeping all properly aligned isn't easy. It likewise ignores any wall of less than 5 squares high. Reflex Hit: 3d8+Intelligence modifier damage. Scream Grenade Scavenger Attack 17 A low whistle heralds the arrival of this device. and a small grenade arcs upwards. Technology. target grants combat advantage and will fall prone if it moves more than 2 squares. Reflex Hit: 1d6+Intelligence modifier lightning damage. Implement Standard Action Area burst 3 within 20 Targets: All creatures in burst Attack: Intelligence vs. Daily Technology Free Action Effect: Select an expended scavenger encounter attack or utility power of level 17 or lower.SCAVENGER Tertiary Targets: All creatures in close burst not already targeted. Thunder Standard Action Area burst 2 within 20 Targets: All creatures in burst.. You'll still be hurt. and until the end of your next turn. 203 Pocket Mortar Scavenger Attack 17 A finger in the wind. blasting a bunch of ratmen who thought a mere wall could protect them. Encounter Implement. and ongoing 5 damage (save ends) Special: This power ignores any cover which is less than 5 squares high. which emits a wail of shrill. and grenades.. Fortitude.CLASSES . Encounter Implement. You may use this power again before the end of your next turn. Attack: Dexterity vs. a slight adjustment to the launch vectors. Encounter Device. crippling sound. . Lightning. and then downwards. Effect: You take only half damage from the triggering attack.. Target: The attacking enemy. Technology Immediate Reaction Melee touch Trigger: You are hit by a Melee attack. Will Hit: 4d6+Intelligence modifier thunder damage. LEVEL 19 DAILY GADGETS Backup Copy Scavenger Attack 19 Always pack a spare. mines. The key to its functionality is an ancient data file relating to someone called Celine Dion. but he'll regret his actions. Attack: Intelligence vs. and is about to smash your head in with his club.. Attack: Intelligence vs. Wired Armor Scavenger Attack 17 Somehow. Hit: Target takes 4d8+Dexterity modifier lightning damage and is pushed 2 squares. the gargantuan mutant made it past your array of force fields. if there is no roof or other protection. and say. Implement. and 5 ongoing acid damage (save ends). Sustain Move: You may move the zone up to your Wisdom modifier squares. and 10 ongoing acid damage (save ends). frozen so cold as to be harder than steel. He screams once from the initial attack. It has AC 32. Resist 5 all. You can also remove the locked on condition from any creature which he targeted with this power as a free action. Implement.CLASSES . Daily Implement. not really. You smile. Zone Standard Action Area burst 3 within 10 Target: All enemies in burst. Technology. Technology Standard Action Ranged 15 Target: Up to three creatures in range. no! Not going there! Daily Conjuration. Miss: The target gains the locked on condition (save ends). Effect: At the beginning of the turn of any creature which is locked on. Will die. While the target is taking ongoing acid damage. OK. Fire. This persists until the end of the encounter or until the creature is more than 30 squares from you. Miss: Half damage. Can't hide. and all immobilized creatures take 1d8+Intelligence modifier points of damage. retaining their relative position in the zone. Reflex Hit: Target takes 3d6+Intelligence modifier damage and is immobilized (save ends)... then begins to scream again. Aftereffect: 5 ongoing acid damage (save ends). look at your assembled enemies. Robotic Tentacles Scavenger Attack 19 This attack is +4 against Japanese schoolgirls. as his body rots from the inside. All immobilized creatures move along with it. Reflex Hit: 5d6+Dexterity modifier cold damage. The target loses the locked on condition. Technology Standard Action Ranged 20 Target: One creature Attack: Dexterity vs. What it does do is summon a zone of writhing steel tentacles that will insert themselves into. and 50 hit points. Sustain Minor: The zone persists. . Attack: Intelligence vs. louder and louder.. impact your target.. Effect: Any enemy not immobilized who starts his turn in the zone is attacked. Cold. it is attacked again by this power. "Next?" Daily Acid. Attack: Dexterity vs. he grants combat advantage and cannot heal damage or gain temporary hit points.SCAVENGER 204 Burning Ice Scavenger Attack 19 A dozen shards of ice. Reflex Hit: 3d8+Dexterity modifier damage and 10 ongoing fire damage (save ends). he grants combat advantage. Homing Missiles Scavenger Attack 19 Can't run. While the target is taking ongoing acid damage. Special: The zone may be attacked. Creatures on either side of the wall cannot gain line of effect to creatures on the other side. you're not really sure these boots will hold together all that well. Zone Minor Action Close burst 2. Unfortunately. and then reactivate it as a minor action as many times as you like prior to the end of the encounter or five minutes. Jet Boots Scavenger Utility 22 To be perfectly honest. probably a focused gravitic field. you can make sure your enemies are paralyzed and your allies are not. LEVEL 23 ENCOUNTER GADGETS Double Grenade A grenade inside a grenade! How cool is that. they'll fall gently to the ground. but that's a lie -. cease sustaining the power. The dome occupies the squares that form the outer edge of the burst. Daily Technology Standard Action Close burst 2 Targets: You and each ally in burst. but you don't share your worries with your friends.if the power is not sustained. Nothing can get in or out. You can tell your friends that if the power isn't sustained. Technology. The boots can be sustained for a maximum of 5 minutes. Daily Force. anyone who was targeted by this power can take a minor action to grant themselves a speed of Fly 8 until the end of their next turn. but you don't sweat the details. Any creature which occupies a square that the wall forms in is slid by you to the nearest safe square. or 4 Effect: This power creates a powerful dome of force. The force field lasts until the end of your next turn. it will affect all creatures until the end of the encounter. Zone Standard Action Area burst 3 within 10 Effect: This creates a zone of fluctuating gravity which lasts for five minutes or until the end of the encounter. The zone only affects enemies until the start of your next turn. Sustain Minor: The zone continues to only affect enemies.SCAVENGER 205 LEVEL 22 UTILITY GADGETS Force Dome Scavenger Utility 22 A shimmering bubble of violet energy surrounds you and your nearby allies. it looks like the rabid cyber-grizzly was already "in". Each square of the force field has 50 hit points and resist 10 (all). Once you cease to sustain this aspect of the zone. This can be done until the end of the encounter or for up to 5 minutes. Wall. 3. Until the end of the encounter. Sustain Minor: The zone persists. except for powers which have the psychic keyword. Any toxins or liquids which were inside the area of the zone when it formed remain. though visible light can. The force field is completely airtight. Not even radiation can pass through the field. but those outside cannot enter. You can also choose to land. the creature falls. huh? Scavenger Attack 23 . Effect: You hand out some hastily-repaired and patched together jet boots and give a few quick instructions in their use. and is the same height as the burst radius. sustaining this with a minor action. Gravity Grenade Scavenger Utility 22 By precisely attuning the fluctuating fields. Encounter Technology. Any creature entering or starting their turn in the zone is slowed until they leave the zone.CLASSES . and slide target one square. stabilize magnetic field. Reflex Hit: 3d6+Dexterity modifier damage.. and you're glad you found more duct tape to hold the UPC in place. you know it's working. The origin square of the burst cannot be changed. Laser. Technology Standard Action Area burst 3 within 10 Target: All creatures in burst Attack: Intelligence vs.. Gravity Whip Scavenger Attack 23 The small tube has seen better days. Reflex Hit: 2d8+Intelligence modifier damage. Fortitude Hit: 3d8 force damage. Encounter Implement. Implement. Fusion Beam Scavenger Attack 23 "Power up anti-matter battery... you may repeat this attack. Support Training: The damage bonus to melee attacks equals 1+your Wisdom modifier. Fortitude Hit: 3d8+Dexterity modifier atomic and fire damage and target suffers a -2 penalty to Armor Class and Fortitude defense (save ends). Demolitions Training: You may move the origin of the second attack by one square. Fire.. and adds heft to anything solid which might happen to hit him. Technology Standard Action Close burst 5 Target: One creature in burst Attack: Intelligence vs. Encounter Implement. Technology Standard Action Ranged 20 Target: One creature Attack: Dexterity vs. pray!" Encounter Atomic. Technology Standard Action Ranged 30 Target: One creature Attack: Dexterity vs. ionize desired path. aim. Mass Pulse Scavenger Attack 23 A sudden burst of gravitons crushes an enemy under his own weight. All melee attacks which hit the target do +2 damage.CLASSES . and slide target 4 squares. Technology Scavenger Attack 25 ...SCAVENGER 206 Encounter Implement.. and creature is knocked prone (save ends). Daily Conjuration. Target is restrained until the end of your next turn. Implement. LEVEL 25 DAILY GADGETS Monowire Web The best part is the look on their face when they realize they're falling apart. Miss: Slide target one square Special: At the start of your next turn. but when the invisible force lashes your enemies across the battlefield. SCAVENGER 207 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. Effect: This creates a zone of whirling. he falls prone in the nearest safe square. Mostly because it turns your enemies into a heap of mangled body parts.CLASSES . Fortitude Hit: 6d6+Dexterity modifier thunder and weapon damage. Miss: Half damage. 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). that area is marked and is known to all enemies. lasers. Reflex Hit: 4d6+Intelligence modifier fire damage. All enemies in the zone grant combat advantage to allies outside of the zone. and target is pushed 3 squares. Any time a wall square damages a creature. If the wall forms in an occupied square . The wall affects enemies and allies alike. HEAP. moving in a deadly dance of death. Daily Implement. and can only make this check if they are within 2 squares. Effect: All creatures adjacent to the target take 2d6 thunder damage and are deafened until the end of your next turn. enemies must make a DC 28 Perception check to see it. Any enemy who enters or moves more than two squares within the zone provokes an opportunity attack from you. Technology. If a creature is not aware of the wall. slicing. The zone lasts until the end of your next turn. spinning. and all creatures not adjacent to the target have concealment until the end of your next turn. Armor Piercing". Sustain Minor: The zone persists. if it succeeds. and target is blinded until the end of your next turn. Thunder Standard Action Ranged 25 Target: One creature Attack: Dexterity vs. Allies know which squares contain the wall. The check is a free action made the first time in a turn that they approach within 2 squares of the wall. You can take down the wall as a minor action. The wall does not block line of sight or effect and cannot be attacked. Miss: Half damage. . Laser Storm Scavenger Attack 25 A thousand tiny projectors fly from your hands. Aftereffect: Target suffers a -2 to Armor Class until the end of the encounter. Technology. HEAP Of Trouble Scavenger Attack 25 "High Explosive. and target is knocked prone and suffers a -2 to Armor Class (save ends). Reflex and does 2d6+Dexterity modifier fire damage on a hit. Implement. Or maybe an opera of agony? Concert of chaos? Anyway. it may not make a saving throw to avoid forced movement that will force it to enter a wall square. Zone Standard Action Area burst 3 within 15 Target: All enemies in burst Attack: Intelligence vs. lasers! Everywhere! Daily Fire. Target suffers a -4 to Armor Class (save ends). and knocked prone. deafened (save ends). This attack is Dexterity vs. Laser. the occupant may make a saving throw. Well. even after you made a few 'modifications'. This target must be within 5 squares of the current target. Fortitude Hit: 2d12+Intelligence modifier damage. Technology Standard Action Area burst 3 within 15 Target: All creatures in burst Attack: Intelligence vs. true. centered on yourself. or makes an attack roll. Special: If the target is saving at a penalty. Psychic. it takes 10 points of lightning and psychic damage (save ends). . or be slid one square and grant combat advantage. Aftereffect: The creature is dazed (save ends). Training Drone Scavenger Attack 27 The tiny beams the drone produces are supposed to be no deadlier than bee stings. The zone lasts until the end of your next turn and cannot be sustained. they still are. he must either take 3d6 fire damage. Technology Standard Action Ranged 20 Target: One creature Attack: Intelligence vs. Lightning. The stings from ten foot long bees. and ongoing 10 damage (save ends). Sustain Move: You command the drone to harass a different target. it's electricity tuned to the precise frequency of the target's mind. they may choose to take no actions during their turn and save at +2 instead of -2. The drone lasts until the end of your next turn. Support Training: If you wish. Technology Standard Action Ranged 15 Target: One creature with an Intelligence of 3 or greater Attack: Dexterity vs. Encounter Implement.SCAVENGER 208 LEVEL 27 ENCOUNTER GADGETS Burrowing Grenade Scavenger Attack 27 The shrapnel from this grenade is microscopic metal worms that burrow deep into the flesh of their victims. Second failed save: Ongoing 15 damage and dazed (save at -2 ends both). but bee stings nonetheless. you may expend this power to create a burst 2 zone. Laser. that gives +4 to Will defense and resist 10 (psychic) to yourself and all allies within the zone. and slide target 1 square. Aftereffect: Target grants combat advantage (save ends). Demolitions Training: Any allies affected by this power do not suffer ongoing damage. Neural Hyperstimulation Beam Scavenger Attack 27 It's not just electricity. Effect: You unleash a small drone which flies after a designated target. Will Hit: 3d10 lightning and psychic damage. Implement. Sustain Minor: The drone persists. Encounter Conjuration. constantly blasting it with a laser beam. Encounter Implement.CLASSES . First failed save: Ongoing 15 damage (Save at -2 ends ). Reflex Hit: 3d10+ Intelligence modifier fire damage. and every time the creature takes a standard or move action. At the start of the target's turn. Miss: Half damage. Yes. Miss: Half damage. (This occurs even if the primary target is vaporized. Attack: Dexterity vs. Implement. At the end of your next turn. Effect: Make a secondary attack in a burst 1. Technology Standard Action Area burst 3 within 15 Target: All creatures in burst Attack: Intelligence vs. plus target is slowed and weakened (save ends all). Technology . repeat the attack as a free action. it's six feet of mechanical fury. it's an irregular box that floats on its own gravitic field. and kinetic damage weapons which scatter across the battle field. the push is "from him" only for purposes of determining origin square and direction. Big fusion gun. Force.. using the primary target's space as the origin. and target is slowed and weakened (save ends both).) Cluster Bomb Scavenger Attack 29 A mixture of gravitic. Daily Fire. and target is knocked prone. It is recommended you use dice or counters to mark the target squares as they are designated. Tertiary Target: All creatures in burst 3. Miss: Half damage. Dexterity Hit: 3d10+Intelligence modifier force and fire damage. and ongoing 15 atomic and fire damage.. Summoning. and slide target 2 squares.CLASSES . using the primary target's space as the origin. repeat the attack as a free action. Aftereffect: Target is weakened (save ends). Miss: Half damage Special: After all effects of this power have been resolved. Fu.yousion Gun. and it's yours to command.SCAVENGER 209 LEVEL 29 DAILY GADGETS BFG Scavenger Attack 29 "It stands for Big. Warmech Mark X Scavenger Attack 29 In its inactive state." Daily Atomic. Technology Standard Action Primary Ranged 30/60 Secondary Area burst 1 Tertiary Area burst 3 Primary Target: One creature Attack: Dexterity vs.. and target is knocked prone. Reflex Hit: 2d10+Dexterity modifier atomic and fire damage. Fire.. and target takes ongoing 10 atomic and fire damage and is weakened (save ends both). the primary target pushes you 1 square and you must save or also fall prone. You may choose a new target square within 5 squares of the original target. Secondary Target: All creatures in burst 1. fusion. Reflex Hit: 4d10+Dexterity modifier atomic and fire damage. and target must save or be knocked prone. Implement. Attack: Dexterity vs. At the start of your next turn. Daily Implement. except those already attacked by this power. Effect: At the end of your turn. repeat the attack as a free action. It's actually the recoil of the gun that does it. Reflex Hit: 2d10+Dexterity modifier atomic and fire damage. You may choose a new target square within 5 squares of any prior target square. In its active state. You may choose a new target square within 5 squares of the original target square or the second attack's target square. CLASSES . and you've also learned a lot of tricks to keep your allies from becoming collateral damage. you may make an attack of Intelligence vs. Will as an immediate interrupt. Technology. Most of the time. If you hit. and target is knocked prone (save ends) Miss: Half damage and target is knocked prone. Dexterity vs. Standard Action: Ranged 10. and directed by an ancient and powerful device known as a "wiimote". but not both in the same turn. targets one creature. The zone is difficult terrain for all enemies. but you are effective. Dexterity vs. you may teleport him up to 3 squares within the zone. If you are in the zone. and has immune (psychic. you may use either of the two attacks. Reflex. you may make an attack of Intelligence vs.SCAVENGER 210 Minor Action Melee touch Effect: You summon a Medium mark X warmech in an unoccupied adjacent square. you may teleport him to any other square in the zone or to any square adjacent to the zone as a free action. but cannot use this power on yourself at the start of your turn. You can give the mark X warmech the following special commands: Standard Action: Melee 1. For each enemy. Reflex. Warp Field Generator Scavanger Attack 29 A mix of gravity generators and teleportation plates. you may target yourself as a minor action 1/turn. Fortitude as an immediate interrupt. You are not required to make any attack. do 2d10+Intelligence modifier damage. and aim them in ways which almost defy the laws of physics." Prerequisite: Scavenger class. SCAVENGER PARAGON PATHS GRENADIER "There are few problems which cannot be solved by the application of high explosives. You are not subtle. Fortitude. poison. Opportunity Attack: Melee 1. The mark X warmech has a speed of 6. When an enemy starts its turn in the zone. targets one creature. Zone Standard Action Area burst 3 within 15 Target: All enemies in burst Attack: Intelligence vs. Daily Implement. It has a +4 bonus to AC and a +2 bonus to Fortitude defense. 3d6+Dexterity modifier damage. Sustain Minor: The zone persists. 2d8+Dexterity modifier damage and target is marked by warmech until the end of your next turn. connected by a mesh of cables and wireless relays. or to the nearest square not in the zone. Demolitions training All scavengers have a gift for blowing things up. When an enemy starts its turn in the zone. . 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. Dexterity vs. disease). 2d10+Intelligence modifier fire damage. You not only maximize the power of explosions. You have a talent that borders on psychotic obsession. you can control. Fortitude Hit: 4d10+Intelligence modifier damage. targets one creature. If you hit. spin. Poison. it will take damage of the type it has the highest vulnerability to. Cold. Technology. But that vault door is going to open. Controlled Demolition Grenadier Utility 12 It takes time to do it right. Penetrating Explosion (11th level) When you spend an action point to use a Close or Area Scavenger attack power.) GRENADIER GADGETS Kitchen Sink Grenade Grenadier Attack 11 So it's a fifteen foot tall. choose any three damage types from the following list: Acid. That is. a power which does 2d10 does 3d10. Overpowered Explosion (16th level) Once per encounter. but it's your filthy patch of radioactive mud. Atomic. Until the end of your turn. Attack: Intelligence vs. Thunder. If it has no vulnerabilities or resistances to any other types. Reflex Special: Prior to rolling attacks. when you use a Close or Area Scavenger attack power you add an additional die to all damage done by such attacks. This is determined on a creature-by-creature basis if the attack hits more than one creature. (A power which does 3d6 does 4d6. Hit: The target takes 3d6+Intelligence modifier damage . The power now has those three keywords. armor plated penguin with lightning eyes and poisonous tentacles. you ignore any resistances possessed by the targets. the object gains Vulnerability 10 to all of your attacks until it is destroyed or you take a short or extended rest. Daily Implement. The type of the damage is chosen from among the three damage types selected. Fire. At the end of the period of study. Psychic. Fortitude . allowing a Scavenger to do fire damage to a fire-vulnerable creature and acid damage to an acid-vulnerable creature in the same attack.CLASSES . If it has resistances to all of the types. you may choose to overpower your explosions. Radiant. You may spend healing surges as normal during this rest but may not use any other abilities. This calls for one of the 'specials'. Daily Implement. and no one gets to stand there unless you want them to. it takes damage of the type it has the lowest resistance to. if it is vulnerable to one or more of the types. Technology Short Rest Effect: You must spend a short rest studying a target object. based on which type it is most vulnerable to. the player chooses the damage type. three damage type keywords. fire breathing. Encounter Implement. Technology Standard Action Area burst 3 within 20 Targets: All creatures in burst. such as a door or statue. Lightning. etc.SCAVENGER 211 GRENADIER PATH FEATURES Careful Aim (11th level) Your allies may add your Wisdom modifier to their defenses against your attacks. Necrotic. see below Standard Action Area burst 3 within 15 Target: All creatures in burst Attack: Intelligence vs. Groundsweeper Grenadier Attack 20 It may just be a filthy patch of radioactive mud. as a free action on your turn only. A laser travels as fast as light. and slide to the nearest square not in the area of the burst. Effect: The area is difficult terrain until the end of the encounter. They are knocked prone. Precise Beam (11th level) When you use a power with the laser keyword. Technology Minor Action Ranged 20/40 Target: One creature Attack: Dexterity vs. targets within 5 squares of you get no benefit from partial cover or partial concealment.. They are often inveterate tinkerers. you gain a 1+Wisdom modifier power bonus to the attack roll. Miss: If you use another attack with the laser keyword on the same target before the end of this turn.. Guess which wins? Photon Master Utility 20 . Technology Immediate Reaction Trigger: You hit a concealed or covered target with a power which includes the laser keyword. PHOTON MASTER GADGETS Laser! Pew Pew Pew! Photon Master Attack 11 Uhm.. The photon master is a true specialist at using lasers. PHOTON MASTER PATH FEATURES Photonic Action (11th level) When you spend an action point to use an encounter attack power which includes the laser keyword. Eyeshot (16th level) Whenever you score a critical hit when using a power which has the laser keyword.CLASSES .SCAVENGER 212 Hit: 4d8+Intelligence modifier damage. Laser. Daily Implement. LASER!!!!. constantly tuning and refining their weapons. you may immediately use that power a second time. Reflex Hit: 2d8+Dexterity modifier fire damage. valuing precision over brute power. what part of "Laser! Pew pew pew!" don't you understand? Encounter Implement. Miss: Half damage and slide target 1 square. trusty wrist laser at-will power. Deflecting Beam A bullet travels faster than sound. Scavengers use lasers for a wide range of activities. They are knocked prone. Effect: Until the end of your next turn. mostly involving burning holes in people. the target is blinded (save ends). and loses concealment and cover. PHOTON MASTER "Behold! The power of light itself!" Prerequisite: Scavenger class. Target Painting Photon Master Utility 12 You use your lasers to show your allies where to shoot. that creature has a -2 to all defenses against ranged attacks. Heal (Wis). Perception (Wis). This is most often a collection of carefully mixed drugs. You can apply what you know to heal an injured comrade or to strike an enemy at his weakest point. You rely on a mix of insight. he continually upgrades and modifies these items. As the scholar advances in his craft. and similar things. Bonus To Defense: +1 Reflex. which comes from those who came before: 'Don't kick an angry blizzard bear in the danglies if you want to live. and lore to do your work. Technology (Int) . and it can be used to poke at dangerous rubble. Intelligence allows you to organize facts and apply your knowledge quickly. rap a bloodger in the skull. but this is not your primary focus. From the class skills list below. and blend hard facts with psychology and manipulation. Many scholars pick up gun proficiency relatively early. and medicine. perception. Cults (Int). knowledge. Diplomacy (Cha). Your various mixes of drugs and chemicals are more art than science. Insight (Wis).SCHOLAR Daily Laser. You are not nearly as encumbered with machines as the Scavenger. quarterstaff. It's a symbol of leadership. Intelligence and Charisma are also vital. Let me share some other wisdom with you. and this is supplemented with your ever-changing mix of herbal concoctions. potions. Leather Weapon Proficiencies: Dagger.dried leaves. You have plenty of raw knowledge. hand crossbow. Charisma enables you to get people to listen to you when you tell them to do something. History (Int). +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.CLASSES . This is a simple bag containing a seemingly infinite supply of small items -. but many of your abilities rely on outside aids of some sort. club. pick four additional trained skills at first level from the following list. a plastic bottle containing a mix of the Ancestor's healing drugs. don't you agree?" CLASS TRAITS Role: Leader. supplemented with scavenged technological items and hand-crafted tools. as well as being a tool for understanding an enemies anatomy and hitting them where it hurts. Power Source: Technology. Dungeoneering (Wis). moron!' Truly wise were the Ancestors. a paste made from mutated berries. and strange powders. Armor Proficiency: Cloth. Effect: Add 1+your Dexterity modifier to all defenses against that attack 213 SCHOLAR "There is some lore I know to deal with this wound. one-handed technological weapons. You have some knowledge of tactics and battle planning. Key Abilities: Wisdom. or trip a charging cougaroid. A scholar's melee weapon of choice is the humble quarterstaff. as well. Implements: A scholar's implement is the Pouch. medical tools. Technology Immediate Interrupt Close burst 5 Trigger: You or an ally in burst is hit by a ranged attack. powders. scholars deal primarily with the gifts the new world provides. the target gains temporary hit points equal to 2 + your implement's enhancement bonus. wise ones. They are medicine men. when you make a Monster Knowledge check. he can slide an ally within 5 squares of him 1 square. Tradition Of Healing Your healing medicines and techniques pack a little extra punch. Their knowledge is practical and immediate. you may use this power three times per encounter. They automatically know the Create Consumable technique and the Skin and Gut technique. very often. back into the fray! Encounter (Special) Technology. A scholar who follows the tradition of command is skilled at manipulating the battlefield. the wise ones of their village. Once per encounter as a minor action. Now. Deep Knowledge: You know a tremendous amount about the world. including Advanced Materials versions of pretechnological weapons.SCHOLAR 214 Scholars are not simple academics or ivory-tower savants. They are the lorekeepers of their tribe. specific traditions highlight particular aspects of the Scholar's responsibilities. Battlefield Medicine: You gain the battlefield medicine power. shamans. Once per encounter. you may roll twice and take the higher result. others use whatever tools seem to do the job. Loremaster: Scholars know many different recipes and formulae for creating useful items from the plants and animals of the changed Earth. Some utterly shun the relics of the Ancestors.) Minor Action Melee . Tradition of Vengeance You have shown a special interest in making sure your poisons. healers. the sages of their towns.CLASSES . but only once per round. 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. There are many symbolic and practical reasons for this. and chiurgeons. 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. drugs. that save is at -1. alchemists. (At 16th level. Healing Special: You can use this power twice per encounter. but it does make them exceptionally skilled. This focus on a single weapon deprives them of some flexibility (though of course they can use others as needed). and acids are particularly potent. When you use a Scholar power with the healing keyword that requires the target to spend a healing surge. who mostly concern themselves with creating hastily patched together gimmicks from the detritus of the ruined past. and a piece of cloth from some of the Ancestor's clothing can bind the wound. Unlike Scavengers. Scavengers gain a +1 to melee attack rolls when using the quarterstaff. Tradition Of Command Scholars are not just adjuncts or advisors. all rolled into one. Battlefield Medicine Scholar Feature A reddish paste made from bloodger bone marrow can stop bleeding. they lead directly. SCHOLAR CLASS FEATURES Staff Of Authority: Scholars typically fight with a quarterstaff in close combat. When you use a scholar power which inflicts an effect which a save can end. While all Scholars share broad sets of skills. Scholar Attack 1 . 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. Applied Knowledge: Scholars have access to feats with the [Applied Knowledge] tag. LEVEL 1 AT-WILL GADGETS Agony Blossom Scholar Attack 1 The enemy barely notices the small flurry of nettles you toss at him. +3 at 11th level.CLASSES . This gives you a moment to tend to an ally. 4d6 at 16th level. and +6 at 26th level.SCHOLAR 215 Target: One adjacent creature or self. prior to an encounter. A scholar may know as many Applied Knowledge feats as he wishes. Whenever the target moves or shifts (not including forced movement) they take 2 additional acid damage (save ends). and 5d6 at 26th level. any ally within 5 squares of the target may gain temporary hit points equal to 1+ your Charisma modifier. and 6d6 at 25th level. Technology Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. the kits are consumed at the end of the first encounter following their creation. Effect: The target may spend a healing surge and gain 1d6+your Wisdom modifier additional hit points. Implement. +4 at 16th level. Whether or not this is a worthwhile tradeoff depends on the allies and the likely upcoming battle. increasing to 2d6 at 11th level. Distraction You jab at the enemy. Increase to 2d6+Wisdom modifier damage at 21st level. during the next encounter. they lose one of their uses of battlefield medicine. In addition. Handing the kit to an adjacent conscious ally is a minor action. healing poultices. Then he notices. +5 at 21st level. The ally may use the kit as a minor action. Healing Effect: During a short rest. These feats grant useful powers or abilities. the kits will add 1d6 to the hit points regained when used. Increase this to Charisma modifier+2 at 6th level. and spend a healing surge. Whether used or not. Using the kit on an unconscious ally is a minor action. but he may use only one per encounter. The additional hit points gained increase to 2d6 at 6th level. This consumes the kit. and fresh-squeezed placebo juice. (They may not sacrifice additional uses to make more kits. 4d6 at 21st level. Note: This ability allows a Scholar to sacrifice some healing power (generally. If they do so. Fortitude Hit: 1d6+Wisdom modifier acid damage. until they pierce his skin. When the Scholar is 6th level. At-Will Acid. forcing him to stagger backwards. 3d6 at 16th level. Emergency Medical Kit Scholar Feature A useful mix of the Ancestor's medicines. or at the next extended rest. a Scholar can consume some of their supplies to create two Emergency Medical Kits. they can give the kits to their allies as they see fit. whichever comes first.) Prior to the encounter. 3d6 at 11th level. Short Rest Device. 5d6 at 21st level. or you may choose to shift 1 square. Technology Standard Action Melee touch . you knock your enemy down. Technology Standard Action Melee touch Target: One creature Attack: Wisdom vs. LEVEL 1 ENCOUNTER GADGETS Crystallizing Resin Scholar Attack 1 The sticky sap has a caustic effect. Armor Class Hit: Intelligence modifier damage. Fortitude Hit: 1d6+Wisdom modifier cold damage. Target: One creature Attack: Intelligence vs.CLASSES . An ally adjacent to the fallen enemy may immediately make a basic melee attack as a free action. Increase to 2d6+Wisdom modifier damage at 21st level. Technology Standard Action Close blast 3 Target: All creatures in blast. Increase to 1[W]+Intelligence modifier damage at 21st level. At-Will Cold. powder explodes in a cloud in front of you. At-Will Implement. At-Will Technology Standard Action Melee weapon Requirement: You must be wielding a quarterstaff. and the ratmen struggle against the sudden burning across their matted skin. which is bad enough.SCHOLAR 216 At-Will Healing. and the enemy is knocked prone. Armor Class Hit: 1[W]+ Intelligence modifier damage. Attack: Wisdom vs. Increase to 2[W]+Intelligence modifier at 21st level. Then. and push target 1 square. You may immediately perform a Heal check on an adjacent ally. Insult To Injury Scholar Attack 1 First. but it also hardens and hinders motion. Technology Standard Action Melee weapon Requirement: You must be wielding a quarterstaff. Implement. Irksome Itch Scholar Attack 1 The dry. Fortitude Hit: 2d4+Wisdom modifier damage. Increase to 4d4+Wisdom modifier damage at 21st level. Target: One creature Attack: Intelligence vs. and target is at -2 to all attack rolls until the end of your next turn. grey. but they'll wait until you're not being attacked. Numbing Gel Scholar Attack 1 There's many medicinal uses for this translucent green paste. someone else whacks him on the head. and targets are at -1 to all defenses until the start of your next turn. making it impossible for the target to back away. Implement. Encounter Acid. it may be some term of the Ancestors which has lost all meaning. 217 Decaffeination Scholar Attack 1 No one's quite sure why it's called that.. Reflex Hit: 2d8+Wisdom acid damage. he stands as part of this effect). Implement. adding your Wisdom bonus to the healing done by each surge.SCHOLAR Attack: Wisdom vs. LEVEL 1 DAILY GADGETS Back To Battle! Scholar Attack 1 You hastily patch up a wounded ally. Encounter Technology. and target is slowed and cannot shift until the end of your next turn. Weal And Woe Scholar Attack 1 Thanks to careful preparation and admixture. he may immediately make a basic melee attack or charge an enemy (if he was prone. then send him back into the fray. His recovery inspires others. Technology Standard Action Melee touch Prerequisite: You must be trained in Heal. Target: One bloodied ally Effect: The ally may immediately spend up to two healing surges. Fortitude Hit: 2d6+Wisdom modifier poison damage. Once this is done. Effect: All allies in burst get a +2 power bonus to their next attack. Daily Healing. . the same cloud which chokes your enemies invigorates your allies. Target: One creature Attack: Intelligence vs. adding your Charisma modifier to his attack and damage rolls. Will Hit: 2d6+Wisdom modifier damage. 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. Encounter Implement. +2 if the target creature hits with his attack. Technology Standard Action Close blast 3 Target: All enemies in burst Attack: Wisdom vs.. Tradition Of Command: The power bonus is equal to 1+your Charisma modifier. All allies within 10 squares who can see him may regain hit points equal to your Charisma modifier. the pain will linger a long time. Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff. Encounter Poison.CLASSES . and target suffers a -2 to AC and Reflex defense and grants combat advantage until the start of your next turn. Technology Standard Action Melee touch Attack: Wisdom vs. Painful Jab Scholar Attack 1 If you hit someone in the right spot. Effect: All targets may immediately make a basic attack. Miss: Half damage. Daily Technology. an ally does half damage and may shift 1 square. Miss: Half damage. If you hit.. Daily Implement. you do your Intelligence modifier in modifier damage and 5 ongoing damage (save ends). Technology Immediate Reaction Close burst 5 Trigger: An ally in the burst drops an enemy to 0 hit points. The triggering ally gains your Charisma modifier in temporary hit points for each ally which hits. Effect: Until the end of the encounter. . Tradition Of Command: On a miss. the target may make a save against an ongoing condition Corrosion Dust Scholar Attack 1 All things decay in time. the ally may choose to either do half damage or to shift 1 square. android. Effect: Until the end of the encounter. the creature grants Combat Advantage (save ends). if precisely placed. also reduce Armor Class by 2 until the end of the encounter. this just helps them along. If the target is already taking ongoing damage.CLASSES . Timed Strikes Scholar Attack 1 A series of small hits may do more damage than one big one.SCHOLAR which a save can end.. Target: Yourself and all allies in burst. as a minor action. and the target is weakened (save ends). Fortitude Hit: 2d8+Wisdom modifier damage. Technology Standard Action Close blast 3 Target: All creatures in burst. Watching an ally fight gives you a few useful pointers you can then share with the rest. Each ally adds your Intelligence modifier to their attack and damage rolls when making this attack. If the creature is a robot. If this attack misses. Armor Class Hit: 2[W]+Intelligence modifier damage. or cyborg. Informed Victory Scholar Attack 1 Never let it be said the teacher cannot also be the student. Armor Class against the target. except the triggering ally. Daily Implement. or is equipped with metal armor. and ongoing 5 damage (save ends).. Attack: Wisdom vs. 218 Tradition Of Healing: For each healing surge spent. any attacks with the weapon keyword made by creatures targeted by this power are at -2 on attack and damage rolls. Each attack may be made against any legitimate target of the ally's choice. you may make a melee attack of Intelligence vs. Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff Attack: Intelligence vs. . and absorbs further damage. "Geek The Healer". Effect: Slide an adjacent willing ally who has not been targeted by the attack into your square.. Second Thoughts Scholar Utility 2 You're about to hoist yourself up using that rock. helping those who need it most. This move cannot place you closer to the source of the attack. Implement. They also gain Resist 5 (Fire) until the end of your next turn. don't. then you realize that it's overgrown with acidic lichen and will break. Scholar Utility 2 . Minor Action Close burst 10 Target: One enemy in burst Effect: The creature grants combat advantage (save ends). He slides you into his former square. however. Encounter Immediate Interrupt Personal Trigger: You are hit by a melee or ranged attack. Implement Minor Action Melee touch or personal Target self or 1 creature which is taking ongoing fire damage. they may immediately make a saving throw. Technology Standard Action Melee touch or personal Target: You or one bloodied creature. Daily Immediate Interrupt Personal Trigger: You make a skill check in a trained skill and do not like the roll.CLASSES . and you can tell your friends how to exploit them. Just. first. each ally who attacks the target adds your Charisma modifier to their damage rolls. Effect: If the target is taking ongoing fire damage. The attack targets him. Just don't ask where it comes from. Effect: You may immediately reroll. Soothing Salve Scholar Utility 2 The soft liquid soothes burning flesh. instead.. You move your hand to an adjacent stone and continue your climb safely. You never let them know about their 'tells' in poker.... Encounter Healing. Triage You hastily evaluate the wounds of your allies. Sometimes. You must use the second roll. you need to back away.SCHOLAR 219 LEVEL 2 UTILITY GADGETS Identify Weakness Scholar Utility 2 The creature's movements reveal its flaws.. Out Of The Line Of Fire Scholar Utility 2 It is a tradition older than time. Daily Healing. Tradition of Command: Until the end of your next turn. Tradition Of Healing: The target also heals 1d6+Wisdom modifier hit points. Encounter Requirement: You must be trained in Perception. adding your implement's enhancement bonus. Attack: Wisdom vs. but in that case. Show Of Superiority Scholar Attack 3 You handily dazzle. you must be wielding a quarterstaff Target: 1 creature currently suffering from an effect a save can end. Open Wound Scholar Attack 3 You make sure that any damage your enemy is taking will keep on damaging him. Technology Standard Action Melee touch Requirement: You must be trained in Bluff or Diplomacy Attack: Wisdom vs. and sidestep the creature. Psychic. no adjacent creatures are healed. Will . Technology Standard Action Melee touch Target: 1 creature. You may also use this power on yourself even if you aren't bloodied. Armor Class Hit: 1d8+Wisdom modifier damage or 1[W]+Intelligence modifier damage (if using your quarterstaff). LEVEL 3 ENCOUNTER GADGETS False Threat Scholar Attack 3 A blend of minor hallucinogens and distracting movements confuses your enemy as to precisely who is attacking him. you may target yourself. Encounter Technology. and target is marked by an ally within 5 squares. and target cannot save against ongoing effects during its next turn. In addition. Tradition of Vengeance: Add a +2 power bonus to your attack roll. Fortitude or Intelligence vs. Encounter Implement. Armor Class Hit: 1[W]+Intelligence modifier damage and slide creature one square. Attack: Wisdom vs. Encounter Implement or Weapon. Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff. Special: If you are bloodied.SCHOLAR 220 Effect: The target regains hit points as if he had spent a healing surge. and allies gain +4 to all ranged attacks against the target. Tradition of Command: You may slide the creature 1+ your Charisma modifier squares. the attack bonus for allies is only +2. If you do so. Encounter Implement. Attack: Intelligence vs. Will Hit: 2d6+Wisdom modifier psychic damage. proving your knowledge is greater than its power. Position The Target Scholar Attack 3 You make sure the enemy is precisely placed so that your archers and riflemen can blast it to bits. confuse. This inspires your allies to keep fighting.CLASSES . you and allies adjacent to you heal hit points equal to your 1+ your Wisdom modifier. Technology Standard Action Melee touch or weapon Requirement: To attack with a weapon. The constant hail of blows forces the confused foe to shift his focus madly across the battlefield. whenever an ally hits the target. Will Hit: All allies who can see the enemy may immediately make a basic attack against it. Mushroom Mix Scholar Attack 5 A useful blend of dried fungus and other ingredients leaves an enemy too fascinated by the pretty colors to attack. Now is the time to strike. adding your Wisdom modifier to attack and damage rolls. and target cannot take standard actions until the end of your next turn. Spreading Agony Scholar Attack 5 The drug interacts strangely with the creature before you. Target: One adjacent creature. All allies within 5 squares who can see the creature heal 1d6+your Charisma modifier points of damage. and the target of this power becomes the target of the triggering attack. Daily Implement. Attack: Wisdom vs. adding your Wisdom modifier to their attack and damage rolls. LEVEL 5 DAILY GADGETS Bring Down The Foe Scholar Attack 5 Your enemy is staggered. and target cannot take standard actions (save ends). Miss: One ally who can see the enemy may make a basic attack against it. Technology Standard Action Ranged 10 Target: One bloodied enemy in range. Armor Class Hit: 2[W]+ Intelligence damage. (Save ends). Technology.SCHOLAR 221 Hit: 1d8+Wisdom modifier psychic damage. Attack: Intelligence vs. Poison. Requirement: You must be wielding a quarterstaff. Ranged basic attacks made due to this power do not provoke opportunity attacks. Tradition of Command: When an ally hits an enemy as a result of this power. You may shift 1 square. Technology Standard Action Close burst 3 Target: One creature in burst.CLASSES . or add your Wisdom modifier to his damage roll. Miss: Half damage. Daily Reliable. and grants combat advantage until the end of your next turn. he may choose to mark the target. Its skin begins to emit swirls of acrid vapor which expand to engulf nearby targets. Effect: Until this effect ends. . you redirect his aim to his own ally. Perfect Redirection Scholar Attack 5 Your foe lunges at you. Attack: Wisdom vs. with a quick gesture. Daily Device. Weapon Immediate Interrupt Melee weapon Trigger: You are targeted by a melee or ranged attack. you may slide that ally 1 square. Will Hit: 2d6+Wisdom modifier poison damage. slide the target 1 square. Regain hit points as if he had spent two healing surges. and gain a +2 power bonus to attack rolls and damage rolls until the end of the encounter. Fortitude Hit: 3d6+Wisdom modifier acid damage. 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. Clarity Scholar Utility 6 There is so much more to the world than many perceive. Fortitude Hit: Ongoing 5 poison damage and target grants combat advantage (save ends both) LEVEL 6 UTILITY GADGETS Booster Juicevii Scholar Utility 6 It's probably best if no one knows the precise ingredients to this concoction of herbal remedies and scavenged high-tech medicines. Attack: Wisdom vs. and ongoing 5 poison damage (save ends) Effect: So long as the creature takes ongoing damage from this power.. if an invisible creature moves adjacent to them. Tradition Of Healing: Target heals additional hit points equal to twice your Wisdom modifier.. preventing them from moving into their desired formation. Attack: Wisdom vs. Daily Healing. Technology Standard Action Melee touch Target: Self or 1 creature in range. Implement. Device. at the start of its turn. and ongoing 5 poison damage and target grants combat advantage (save ends both) Miss: Half damage.CLASSES . you help them perceive it. Confound Their Plans You confuse and distract the enemy. In addition. they may make a Perception check to identify the square it is in as an immediate reaction. Daily Device Minor Action Close burst 2 Target: All allies in burst. and gain a +1 power bonus to Speed and a -1 penalty to all defenses until the end of the encounter. all adjacent allies of the creature are targeted by the following attack: Attack: +8 vs. Poison Standard Close burst 1 Target: One creature in burst.SCHOLAR 222 Daily Acid. Encounter Implement. Effect: All of those affected by this power may add your Wisdom bonus to their Perception checks until the end of the encounter. Effect: The target may choose one of the following options: Regain hit points as if he had spent a healing surge. Will Scholar Utility 6 . measured from the zone's center. Effect: Each ally in the blast adds 1+your Wisdom modifier to their next attack roll and damage roll. they do not move. and the target is immobilized and grants combat advantage until the end of your next turn. sweat. Encounter Healing. If the skill is not normally applicable to the challenge. Encounter Acid. you make some effort to justify the unusual skill use. and all creatures not adjacent to the target gain partial concealment from it. Implement. Unusual Application Scholar Utility 6 You have a flash of insight that leads to an unusual way to apply your knowledge. Attack: Wisdom vs. Glow Powder Scholar Utility 6 The violet dust hangs in the air. If this attack hits. Tradition Of Command: You may slide the target your 1+your Charisma modifier squares. The DM may choose to overrule this and instead grant you one automatic success for Difficulty 1-3 skill challenges. Daily Free Action Personal Effect: When you are in a skill challenge. Technology Standard Action Close burst 5 Targets: All allies in burst. any creature starting their turn in the zone or moving through a square of the zone may not gain concealment (save ends). and tears. we merry few. Fortitude Hit: 2d6+Wisdom modifier acid damage.SCHOLAR 223 Hit: The movement is negated. it becomes a secondary skill for the remainder of the challenge. Technology Standard Action Close blast 3 Target: All enemies in blast. It is recommended that if you use this power. you may pick one skill in which you are trained. that ought to inspire them. If the skill is currently a secondary skill for the challenge. but suffer no other effects. Call To Victory Scholar Attack 7 We few. Encounter Implement. Sustain Minor: The zone persists. If other creatures would move as the result of the triggering power. Zone Standard Action Close blast 5 Effect: The zone provides dim illumination in a burst 5.CLASSES . Invisible or concealed creatures in the zone immediately lose that status and may not regain it (save ends). and all creatures more than 5 squares away gain total concealment to it (save ends). and he can barely keep from gouging his eyes out. The zone lasts until the end of your next turn. or 2 automatic successes for a Difficulty 4 or higher skill challenge. In addition. it becomes a primary skill for the remainder of the challenge. we damn the torpedoes and ask not what our country can do in this hour of blood. LEVEL 7 ENCOUNTER GADGETS Blurring Mist Scholar Attack 7 A fine spray engulfs your target. clinging to anyone who passes through it. they may spend a healing surge or gain 1d6+your Charisma modifier temporary hit points. . Technology. but pass the ammunition! There. Zone Standard Action Area burst 2 within 5 Target: All creatures in burst Attack: Wisdom vs. A single ally within 10 squares of the target may immediately make a basic attack against that target. spinning. Psychic. Attack: Wisdom vs. Any creature entering the zone or beginning their turn in the zone takes 1d8+your Wisdom modifier acid damage. Encounter Device. Offer Of Assistance Your analysis of the enemy allows you to distract and befuddle him just as an ally's attack hits home. The zone provides . Will Hit: 2d6+Wisdom modifier psychic damage. Daily Acid. Fortitude Hit: 2d8+Wisdom modifier acid damage and ongoing 5 acid damage (save ends) Miss: Half damage Effect: This creates a cloud of acidic vapors that continue to roil and fume. All creatures marked by the target are no longer marked. and target is dazed until the end of your next turn. Trigger: An ally attacks the target enemy. gem grab your foe's attention. Weapon Standard Action Close Burst 2 Requirement: You must be wielding a quarterstaff Target: All enemies in burst. Will Hit: 2d8+Wisdom modifier psychic damage. and pokes move your enemies into perfect position for an ally to deal with them. Implement. and he loses track of the world.SCHOLAR bonus to all attacks and damage rolls made until the end of your next turn. Encounter Charm. Forgetfulness Scholar Attack 7 A spray of fine powders and a sparkling. Technology Immediate Interrupt Ranged 10 Target: One enemy in range. Encounter Implement. Technology. Attack: Wisdom vs. You must have LOS to both ally and enemy. Scholar Attack 7 LEVEL 9 DAILY GADGETS Acidic Fog Scholar Attack 9 The ceramic vial disgorges a toxic mist. Psychic. and slide target 1 square.CLASSES . Attack: Intelligence vs. jabs. Technology Standard Action Close burst 2 Target: One creature in burst. not just their next attack. Tradition of Vengeance: Any target hit by the basic attack triggered by this power falls prone. which builds into a deadly cloud. Implement. Armor Class Hit: 1[W]+Intelligence modifier damage. Effect: The ally is considered to have combat advantage against the enemy. 224 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. Technology Standard Action Close blast 5 Target: All enemies in blast Attack: Wisdom vs. you call out constant advice and directions. Armor Class Hit: 2[W]+Intelligence modifier damage. Effect: Paranoid creatures cannot distinguish friend from foe.CLASSES . they will use only atwill abilities. Daily Healing. Lethal Blow Scholar Attack 9 Some underestimate the power of knowledge. If they take an attack action. Weapon. if such a power exists. Paranoia Powder Scholar Attack 9 You makes your enemies unable to distinguish friend from foe. Aftereffect: Target is dazed (save ends). Implement. Will Hit: 2d6+Wisdom modifier psychic damage. they may heal 1d6+your Charisma modifier hit points at the end of their turn. You know. Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff Target: One creature Attack: Intelligence vs. Until the end of the encounter. Technology. Armor Class Hit: 2[W]+Intelligence modifier damage. and target grants combat advantage until the end of your next turn. Daily Technology. Zone Standard Action Close burst 1 Requirement: You must be wielding a quarterstaff Target: All enemies in burst Attack: Intelligence vs. and ongoing 5 damage and target is dazed (save ends both). but must choose a power which has at least one legal target. and they will randomly choose among possible targets. they take 2d6+your Wisdom modifier psychic damage. Aftereffect: Target grants combat advantage (save ends). Miss: Half damage and ongoing 5 damage (save ends) Aftereffect: Target grants combat advantage (save ends). Psychic. and target may not make an attack action on his next turn. all allies within this zone gain a +2 power bonus to all defenses. and target grants combat advantage (save ends) Miss: Half damage. Any creature who begins and ends their turn in the zone suffers a -2 to Armor Class until the end of the encounter. They may choose which at-will power to use.SCHOLAR 225 concealment to those within it and blocks line of sight. . If they cannot attack anyone or choose not to attack anyone. however.viii Directed Assault Scholar Attack 9 Within the thick of the fray. battling real and false enemies with equal vigor. If an ally in the zone makes no attacks during their turn. and target is paranoid (save ends) Miss: Half damage. Daily Fear. that knowing where to strike is more important than striking hard. Effect: This power creates a Burst 3 zone centered on you. The zone lasts until the end of the encounter and cannot be moved or dismissed. telling your allies how avoid the foe and tend their wounds. Zone Standard Action Close burst 5 Target: All enemies in burst. Secondary Effect: All targets gain your 1+your Wisdom modifier+ your Charisma modifier in temporary hit points. you just want to get high! Get back in there and fight! Daily Healing. This lasts until the end of your next turn. Primary Effect: All targets regain hit points as if they had spent a healing surge.SCHOLAR 226 LEVEL 10 UTILITY GADGETS Establish Ambush Scholar Utility 10 Given even a little bit of time. . They must decide which to do prior to rolling the attack. adding your Wisdom modifier to the points regained. or Dungeoneering if you are in ruins or underground.. Sustain Move: The zone persists. In addition. Trigger: Target ally is hit by an attack which targets Will. Effect: You and your allies position yourselves for an enemy to arrive. Primary Targets: You and all allies in burst. You know how to hit them where their insulation is worn away. Magnify Weakness Scholar Utility 10 Everyone knows robots hate lightning... Secondary: Close burst 5. Secondary Targets: All allies in burst. any enemy which has not yet acted grants Combat Advantage. Snap Out Of It! Scholar Utility 10 An ally seems likely to fall under the sway of an enemy. The zone is always centered on you as you move. Effect: Until the end of your next turn. any of your allies who can see you and who use an attack which deals damage of a type to which a creature in the zone has a vulnerability may add your Wisdom modifier to their attack roll or your Intelligence modifier to their damage roll. Rapid Healing Scholar Utility 10 OK. a pinch of this for you. Technology Standard Action Primary: Close burst 1.CLASSES . you can make any terrain into a killing zone. Requirement: You must be trained in Nature if you are in the wilderness. This effect ends if you leave the initial burst radius before the next encounter begins.. Daily Technology. Daily Short Rest Close burst 10 Target: All allies in burst. a shot of this for you. weakening the enemy's attack. and you're not even wounded. All allies in the burst may add your Wisdom modifier to their Stealth rolls and Initiative checks. Encounter Immediate Interrupt Close burst 10 Target: One ally in burst which you can see. Effect: Target gains a 1+your Wisdom modifier power bonus to Will defense. You get his attention for a second. and the creature suffers a -4 penalty to all defenses against the ally's attack. Effect: This creates a zone which lasts until the end of your next turn. Fortitude Hit: 2[W]+Intelligence modifier. unless he's a giant mutant bat. Then you're smegged. Implement. Technology Standard Action Ranged 10 Target: One creature Attack: Wisdom vs.. Fortitude Hit: 2d8+Wisdom modifier radiant damage.SCHOLAR 227 LEVEL 13 ENCOUNTER GADGETS Flash Powder Scholar Attack 13 He can't hit what he can't see. or all allies within 5 squares heal 5 hit points and gain temporary hit points equal to 1 + your Charisma modifier. and for any allies too stupid to heed your warnings about where not to step. Armor Class Hit: 2[W]+Intelligence modifier damage. Target: One creature Attack: Intelligence vs. . Technology. Technology. Encounter Healing.CLASSES . and either one ally within 5 squares heals 10 hit points + your Charisma modifier. Searing Goop Scholar Attack 13 A mixture of some of the Ancestor's most potent adhesive compounds and acidic sap you've carefully harvested creates a lethal mire for your enemies. Any creature which enters or starts its turn in the zone takes 1d8 acid damage and is slowed (save ends). Weapon Immediate Interrupt Melee weapon Trigger: An ally misses with an attack against a creature who is within weapon reach of you. Telling Blow Scholar Attack 13 You demonstrate that you know exactly what you're talking about by delivering a powerful strike to a foe. Attack: Wisdom vs.. Target: The creature who was missed. Zone Standard Action Close blast 4 Target: All creatures in blast. Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff. This has the additional effect of rallying your allies. Encounter Implement. and creature is blinded until the end of your next turn.. Encounter Technology. Any creature which ends its turn in the zone may not save against the slowed condition. Reflex Hit: 1d10+Wisdom modifier acid damage. Attack: Intelligence vs. Radiant. unless you offer a bit of aid. of course.. Timely Assistance Scholar Attack 13 You can tell even before he pulls the trigger that your ally's shot will miss. Encounter Acid. At-Will Technology Minor Action Personal Prerequisite: You must be trained in History .. Armor Class Hit: 3[W]+Intelligence modifier damage. and each time the target fails to save against the power. and target is weakened until the end of your next turn. even machines. Daily Poison. and the creature takes 10 ongoing damage (save ends). Technology. and other. for a bit. and target is stunned until the end of your next turn. Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff Target: One creature Attack: Intelligence vs. nature. Daily Charm... All allies within 5 squares of the target heal 5+your Charisma modifier hit points. and target is dominated (save ends) Miss: Half damage. Effect: Target immediately uses one of its at-will abilities against a creature of your choice. but it's human. and the creature takes 5 ongoing damage (save ends). and target suffers a -2 to all attack rolls until the end of your next turn. Psychic Standard Action Melee touch Target: One creature Attack: Wisdom vs. share certain basic common traits.. Implement. and this useful blend of ancient subliminal technology and mutated body parts can put any mind under your command. Daily Healing.. This does not provoke opportunity attacks.. Each time the target takes damage from this power. Miss: Half damage. Invigorating Agony Scholar Attack 15 It may be rather grisly to be cheered on by the tortured writhing of an enemy. Technology. Mesmer's Mist Scholar Attack 15 All things which think.SCHOLAR 228 LEVEL 15 DAILY GADGETS Debilitating Thornburst Scholar Attack 15 A pouch full of sharp thorns coated with interesting powders explodes among your enemies.CLASSES . Fortitude Hit: 4d8+Wisdom modifier poison damage. LEVEL 16 UTILITY GADGETS Cultural Awareness Scholar Utility 16 Your extensive studies and knowledge allow you to always know the right thing to say or do in most situations. all allies of the scholar within 5 squares of it heal 5+your Charisma modifier hit points. Technology Standard Action Area burst 3 within 10 squares Target: All enemies in burst Attack: Wisdom vs. Will Hit: 2d10 Psychic damage. Miss: Half damage.. all allies of the scholar within 5 squares of it may make a saving throw against an ongoing condition which a save can end. . 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 applies whether you use the item yourself or on another creature. Whenever a dizzy creature tries to take a move action. Encounter Technology Immediate Interrupt Personal Trigger: You use a consumable item with the ablative property. Regeneration Dose Scholar Utility 16 The Ancestors feared a great demon-spirit called "inshuranz".SCHOLAR 229 Effect: You may add your Intelligence modifier instead of your Charisma modifier to Diplomacy or Streetwise checks. and enemies are dizzy (save ends). said exposure occurring after they've been liberally scattered on your enemy's skin. Extended Dose Scholar Utility 16 You know how to get the most out of any item. Stance. Defensive Tactics Scholar Utility 16 By focusing on the attacks of your enemies. if it fails. Encounter Healing. Zone Minor Action Close burst 3 Target: Self and all allies in burst Effect: Until the stance ends. This move provokes opportunity attacks as usual. all allies in the zone regain 5 hit points. Incendiary Powder Scholar Attack 17 It takes only seconds for this mix of chemicals to ignite upon exposure to the air. you can help keep your allies safe from harm. The zone moves with you so long as you maintain the stance. Technology Standard Action Area burst 3 within 10 Target: All enemies in burst Attack: Wisdom vs. This bonus applies only to the triggering attack. Poison. Technology Minor Action Melee touch Target: Self or one creature Effect: The target may immediately spend a healing surge. Daily Healing. it must roll a save.CLASSES . These drugs helped them with that. it instead moves 1d4 squares in a random direction. LEVEL 17 ENCOUNTER GADGETS Dizzying Drugs Scholar Attack 17 As your enemies stumble around the battlefield. which would destroy them if they spent too long in their halls of healing. Effect: The item automatically succeeds on its first ablative save and has a +2 bonus on its second ablative save. Encounter Implement. Each time this ability negates an attack. and gains Regeneration 10 for a number of turns equal to 1+your Wisdom modifier. Technology. Will Hit: 3d8+Wisdom modifier poison damage. your allies can exploit their confusion. CLASSES - SCHOLAR 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). 230 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). LEVEL 19 DAILY GADGETS Life Battery Scholar Attack 19 This is one of the most interesting devices of the Ancestors -- a machine which can draw the life force from one creature and then give it to another. Daily Healing, Implement, Technology Standard Action Ranged 15 Target: One creature Attack: Wisdom vs. Fortitude Hit: 3d8+Wisdom modifier psychic damage, and the creature cannot gain hit points from any source (save ends) Miss: Half damage Effect: Until the end of the encounter, as a minor action once per turn, the Scholar can cause himself or an adjacent ally to regain hit points as if they had spent a healing surge. This can be performed only once per target. CLASSES - SCHOLAR 231 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. LEVEL 22 UTILITY GADGETS Healing Spores Scholar Utility 22 The dark dust settles into wounds, abrasions, and scrapes, and the damaged flesh tingles as cellular regrowth is accelerated. Daily Healing, Technology Minor Action Close burst 3 Target: Self and all allies in burst. Effect: All creatures affected by the spores regain hit points as if they had spent a healing surge. Until the end of the encounter, they have regeneration 5 (fire) and resist 10 (poison). Also, whenever they are the target of a healing power which allows them to spend a surge, they gain an additional 1d10+your wisdom modifier hit points. Regenerative Cocoon Scholar Utility 22 Some scholars use nanotechnology they found in the ruins for this, while others have found particular glandular secretions accomplish much the same thing. Either way, the subject is enshrouded while his body heals furiously. Daily Healing, Technology Standard Action Melee touch Target: Self or one willing ally Effect: The target is instantly enclosed in a cocoon spun of hypercarbon nanotubes or suddenly secretes a biological ooze which hardens around him. He can take no actions and is at a -10 to all perception checks. At CLASSES - SCHOLAR 232 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. LEVEL 23 ENCOUNTER GADGETS Befuddling Vapors Scholar Attack 23 The dense cloud of psychoactive chemicals reaches into your enemies minds and makes it difficult for them to decide what to do next. Encounter Charm, Implement, Poison, Psychic, Technology Standard Action Close burst 4 Target: 1 enemy in burst Attack: Wisdom vs. Will CLASSES - SCHOLAR 233 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. CLASSES - SCHOLAR 234 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. LEVEL 25 DAILY GADGETS Clinging Venom Scholar Attack 25 The cloud which drifts across the battlefield combines the most lethal mutant toxins you can find with ancient chemicals to create an inescapable mist of doom. Daily Implement, Poison, Technology Standard Action Area burst 2 within 10 Target: All enemies in burst Attack: Wisdom vs. Fortitude Hit: 3d10+Wisdom modifier poison damage, or 4d10+Wisdom modifier if creature is blooded. In addition, the target grants combat advantage (save ends). Miss: Half damage Effect: The poisonous mist clings to each creature it touches. Any enemy which begins its turn adjacent to a victim of this effect takes 3d6 poison damage, or 3d8 poison damage if it was bloodied. A save ends this effect. Any given enemy can only be the victim of this effect once per turn. Two creatures who have this effect on them can affect each other. Ongoing Oration Scholar Attack 25 By continuously offering advice, uplifting words, and tactical insights, you keep your allies informed and your enemies battered. Daily Implement, Technology Standard Action Melee weapon Requirement: Must be wielding quarterstaff. Target: One creature Attack: Intelligence vs. Armor Class Hit: 4[W]+Intelligence modifier damage, and creature is dazed (save ends). Aftereffect: Creature is weakened (save ends) Miss: Half damage, and creature is weakened until the end of your next turn. Effect: Until the end of the encounter, once per turn as a minor action, you can do one of the following: Grant an ally to whom you have line of sight a melee basic attack. He may add your Intelligence modifier to both the attack and damage rolls. Slide an ally you can see up to two squares. Slide an enemy you can see one square. Grant an ally a power bonus equal to 1+your Intelligence modifier to all defenses until the end of your next turn. Let an ally make a saving throw, adding your Intelligence modifier to the roll. Unquenchable Flame Scholar Attack 25 This is a particularly potent and noxious mixture which must be kept in several sealed containers. It should be used only in dire emergencies. Daily Fire, Implement, Technology CLASSES - SCHOLAR 235 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. LEVEL 27 ENCOUNTER GADGETS Boring Beetles Scholar Attack 27 They're lousy conversationalists, but they... see, it's a pun. "Boring", as in dull, not "boring" as in drill, and... whatever. These small insects will burrow into an enemies flesh and cause constant pain. Encounter Acid, Implement, Technology Standard Action Close blast 3 Target: Up to three creatures in blast Attack: Wisdom vs. Fortitude Hit: 5d8+Wisdom modifier acid damage, and ongoing 15 acid damage (save ends). The target can make a save only if they take no standard or move actions during their turn. If they make a saving throw, whether it succeeds or not, they grant combat advantage until the start of their next turn. Special: If used against an object which is not immune to acid damage, this attack does 5d12+Wisdom modifier damage. Curse Of Clumsiness Scholar Attack 27 The drugs and hallucinogens in this mix are amplified by your theatrical declarations of doom befalling the targets. Encounter Charm, Implement, Psychic, Technology Standard Action Close blast 5 Target: All enemies in blast Attack: Wisdom vs. Will Hit: 4d8+Wisdom modifier psychic damage, and if target creature moves more than 2 squares, it falls prone at the end of its move. In addition, when it shifts, it provokes opportunity attacks as if it had moved normally and is at a -4 to all defenses against opportunity attack. Save ends all effects. Optimal Assault Scholar Attack 27 Your ally's attack is a good one, but a quick bit of advice makes it a great one. Encounter Technology Immediate Interrupt Close burst 15 Trigger: One ally in burst hits an enemy in burst Effect: The attack is a critical hit. If this reduces the target enemy to 0 hit points, the target ally gains temporary hit points equal to his surge value or heal damage as if he had spent a healing surge, plus your Charisma modifier. CLASSES - SCHOLAR 236 LEVEL 29 DAILY GADGETS Instant Allergy Scholar Attack 29 With the correct mix of ingredients, you can give anyone a weakness to anything. Daily Implement, Technology Standard Action Close blast 5 Target: 1, 2, or 3 creatures in blast Attack: Wisdom vs. Fortitude Hit: 5d10+Wisdom modifier damage of one of the following types: Acid, Cold, Lightning, Poison, Psychic. In addition, if 3 creatures were targeted, each gains Vulnerability 5 to the damage type chosen. If 2 creatures were targeted, each gains vulnerability 10 to the damage type chosen. If 1 creature was targeted, it gains vulnerability 15 to the damage type chosen. Each successful save reduces the vulnerability by 5. Miss: Half damage, and vulnerability 5 to the damage type chosen (save ends). Perfected Stratagem Scholar Attack 29 You suddenly realize that this is the perfect instant to attack. Daily Technology Standard Action Close Burst 10 Target: You and all allies in burst Effect: All targets may use any at-will attack power of their choice as a free action. All attack and damage rolls gain a power bonus equal to 1+your Wisdom or Intelligence modifier. Each target who hits regains hit points as if they had spent a healing surge, or may shift 1 square. Each ally who misses may shift 1 square. Any target who rolls a critical hit may repeat the attack against the same or a different target as an immediate reaction. Swing For The Bleachers Scholar Attack 29 Combining power and precision, you deal an amazing blow with your staff. Daily Reliable, Technology, Weapon Standard Action Melee weapon Requirement: You must be wielding a quarterstaff. Target: One creature Attack: Intelligence vs. Armor Class Hit: 6[W]+Intelligence modifier damage, and creature is stunned (save ends). Aftereffect: The creature is dazed (save ends). SCHOLAR PARAGON PATHS VISIONARY Whoa... colors. Prerequisite: Scholar class Visionaries are specialists in using hallucinogenic and sense-distorting drugs, chemicals, and extracts to confuse enemies. Due to extensive experimentation (for purely professional purposes, of course) with such chemicals, they are also skilled personally at sorting the real from the false. CLASSES - SCHOLAR VISIONARY CLASS FEATURES Keen Senses (11th Level) 237 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. 238 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. WAR SURGEON PATH FEATURES Expert Healer (11th level) 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. WAR SURGEON GADGETS Give Me Some Room! Battlefield Surgeon Attack 11 You need to get enemies clear in order to aid an ally. A few quick jabs with a staff, and you can do so. Encounter Healing, Technology, Weapon Standard Action Melee 2 Requirement: You must be wielding a quarterstaff and adjacent to a bloodied ally. Targets: All enemies adjacent to the bloodied ally. Attack: Intelligence vs. Armor Class Hit: 2[W]+Intelligence modifier damage, and push creature 1 square. Effect: The bloodied ally heals 5 hit points for each enemy you hit. Omnicillin Dose Thaws frozen feet, puts out fires, cures poison, stops bleeding.. damn, it's useful. Daily Healing, Technology Minor Action Melee touch Target: Self or adjacent creature Battlefield Surgeon Utility 12 CLASSES - SURVIVALIST (RANGER) 239 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. FANG AND CLAW (AND TUSK AND TAIL AND....) A ranger who takes the Two Blade Fighting Style and has natural weapons has an interesting choice. He can use either or both of his claws as his weapons. He might fight with a battleaxe in one hand and use his talons in the other, declaring which is his "off hand" as per the standard rules. If the DM wishes, he may require that the Two-Weapon ranger declare that his Two-Blade Fighting Style either allows him to use natural weapons not declared as "Light Blade" as an off-hand weapon, or to apply it as normal to standard melee weapons, but not both. If the latter is chosen, the ranger may use his claws as an off-hand weapon only if they have the Light Blade property. POWER BOLTS AND CROSSBOW BOLTS Rangers who have the Power Bolt natural weapon have another option -- to rely on their acid spit, laser eyes, or electrified throwing quills (why not?) instead of a bow, crossbow, or gun. Such a ranger is may choose to take one of the Power Bolt feats (such as splashing bolt) instead of Defensive Mobility. GUNS, GUNS, GUNS. A gun is a ranged weapon, and it can be used with any ability with the Ranged Weapon keyword, unless explicitly noted otherwise. Survivalists in an Earth Delta campaign are automatically proficient with all Simple and Military guns. A typical 4e Ranger is not, though they can learn given the opportunity. 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) one laser bear is as good as another. Forget all the 'deep spiritual bond' stuff. survivalists in a world of mutants and robots need some more options! (Of course. Nature. A gunslinger ranger can buy any 1-handed gun with which he is proficient at the cost noted in parenthesis. the survivalist and his allies have blundered into a Level-1 encounter. and could work just as well as extradimensional or magical entities in a class fantasy game. Slightly smaller than most hunting cats. as there's no way to resurrect an animal companion once it's been reduced to charred ash by a plasma cannon. The survivalist undertakes a skill challenge to locate. Even if the "The Second Amendment Option" (see page 274) is not being used. there's not much you can do once more than a few minutes have passed. ARMORED GRIZZLY (BEAR) The North American Armored Grizzly (ursus panzerus). and Stealth. If guns of any sort are rare. the mutant beasts here are designed to be balanced. the DM and the player should discuss where the character gained the weapon and otherwise work it into the background. but other than the most epic of technology (not yet even specified!). after all. and may not retry the skill challenge for two more days. or whatever. is known for the heavy plates of bone that cover its back and shoulders. 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. there is nothing wrong with using existing animals as-written and reflavoring them. but it also reinforces the themes of Earth Delta. As compared to its primal ancestor. ancient tech. FLICKERCAT (CAT) The flickercat can psionically shift itself into and out of reality. it is restored to full health due to the survivalist's care. BLADE AND BLASTER FIGHTING STYLE This style trains the ranger to fight with a 1-handed weapon in one hand and a 1-handed gun in the other. This unfortunately poses a serious problem for beast master survivalists. a Fortitude of 15+level. and train. and key skills are Insight. There are two possible solutions. and the afterlife has no revolving door. Hit and Run 240 Special: A gunslinger ranger needs a gun. allowing it to surprise foes or avoid attacks.CLASSES . plus one for each failure.) In order to maximize rules compatibility. other than look through their pockets for loose change. the armored grizzly has an AC of 13+level. Perception. If three failures are scored. He gains the stab and shoot feat. and leaves a companion-focused survivalist at risk of losing a good chunk of their damage-dealing capacity for some time. The Snuggles XVIII method: The companion is well and truly deceased.SURVIVALIST (RANGER) Recommended At-Will Powers: Ready Strike. The challenge is of the same level as the character. A few powers or tech items may be able to bring someone back from very recent death. While a bear or a cat may be a fit companion for one who only has orcs and dragons to worry about. After an extended rest. these creatures fall into the same categories as existing beasts. it makes up for this with its unique abilities. Five successes are required before three failures. DMs with players who want to run companion-using survivalists should decide which they're using prior to play. WHAT IF MY ARMORED GRIZZLY DIES? Life on Earth Delta is harsh. A ranger who chooses this fighting style is proficient with all simple and military one-handed guns. The new companion can be found in one day. . This is harsher. a new companion. but another can be found. Things die. a special exemption is made if this build is allowed. a Dexterity of 10 and a speed of 4 squares. The slightly weaselly method: The companion is only mostly dead. healing herbs. It has no wings. It must end adjacent to the target. Special: Prior to making the attack. Some don't. known for its strange method of "Swimming" through the sky by lashing its serpentine body.CLASSES . slowing the target until the end of the skyfang's next turn. who is suddenly not there. Increase damage to 2[W] at 21st level. When the skyfang scores a critical hit with its bite attack. AC. Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding both a melee and a 1-handed ranged weapon. Effect: The flickercat teleports to any square adjacent to the one it currently occupies. Many involve guns. but flies via psychokinetic force. only to appear instantly next to the foe. It has combat advantage for this attack.. This will not stop their move from occurring. AC (Melee) or Dex vs. the survivalist who commands it may not take a move action on his next turn. It's AC is 13+level and its Reflex 15+level. SKYFANG (RAPTOR) The skyfang is a large flying snake with a mouth full of razor teeth. . EXPLOITS All kind and manner of new exploits. Attack: Claw. and is gone. Encounter Martial Standard Action Melee weapon Target: One creature. Special: If the flickercat uses this power. it injects a paralytic poison. It may also use one of the following powers per encounter. level+4 vs. (It gains both abilities. Encounter Martial Immediate Interrupt Trigger: The flickercat is hit by a melee attack. it may not use the other until after a short rest. As compared to the Raptor. Its melee basic attack is a bite. shimmers.. Attack: Str vs. At-Will Martial. but once it has used one in an encounter.) Flickering Charge Flickercat Encounter Power The cat leaps at the foe. its teeth in its neck. the flickercat teleports up to its move. Either one would be bad. In addition. 1d6+Dexterity modifier damage. AC (ranged) Hit: 1[W]+Str damage Melee or 1[W]+Dex damage ranged. you may make a basic attack (melee or ranged) against them as an immediate interrupt. if target moves or shifts before the start of your next turn. it has a Strength of 10 and a Wisdom of 14. LEVEL 1 AT-WILL EXPLOITS Ready Strike Survivalist Attack 1 Your foe can't decide whether to charge or flee. Flickering Defense Flickercat Encounter Power The crazed robot whips its buzzsaw-arm at the flickercat.SURVIVALIST (RANGER) 241 The flickercat does only 1d6 damage with its claws. Or. Weapon Standard Action Melee and Ranged weapon Requirement: You must be wielding both a 1-handed Melee and a 1-handed ranged weapon. the tip of your arrow. Attack: Str vs. and you may shift 1 and make a secondary attack against the same target. AC Hit: 3[W]+Dexterity modifier damage. LEVEL 2 UTILITY EXPLOITS Primal Senses Survivalist Utility 2 Your companion senses something is wrong. Effect: You may substitute your companion's passive Perception for your own. Either way.CLASSES . Target: One enemy in reach. Special: If both attacks hit. possible.SURVIVALIST (RANGER) 242 LEVEL 1 ENCOUNTER EXPLOITS Stab. Encounter Weapon Requirement: You must be wielding a ranged weapon with the Rapid Fire property. he's toast. AC (Melee) Hit: 1[W]+Str modifier Melee damage. and target is blinded until the end of your next turn. Shoot Survivalist Attack 1 Just what it says on the tin. target takes ongoing 5 damage (save ends). Step. Miss: Half damage. Weapon Immediate Reaction Ranged weapon Trigger: An enemy moves adjacent to you. At-Will Free Action Requirement: You must have an animal companion. Secondary Attack: Dex vs. Free Action Survivalist Utility 6 . provided he is within 5 squares of you and you have LOS to it. Now all that remains is figuring out what it is. So do you. AC (ranged) Hit: 1[W]+Dex modifier damage. Attack: Dexterity vs. LEVEL 1 DAILY EXPLOITS Right In The Faceix Survivalist Attack 1 The last thing the enemy sees is the barrel of your gun. Encounter Martial. Special: This power does not provoke opportunity attacks. ("What is it boy? There's bandits? Bandits waiting in ambush? Good boy!") LEVEL 6 UTILITY EXPLOITS Frightening Fusilade A spray of bullets or bolts hitting all around the target can be panic-inducing. Daily Martial. The Ruthless Wastelord knows that sacrifices must be made and that none can be spared. For each target you attack. In addition. and so on which they would be qualified to take as a Warlord. Wastelords are those who rise to power based purely on skill and charisma. . Ruthless Presence When an ally spends as action point to take an attack action. or he may be a passionate demagogue demanding sacrifice from his followers and blood from his enemies. (If his basic attacks include multiple targets. or woman. a visionary seeking to build a better new world. Lastly. you may ignore cover due to enemies in your line of effect. He may be a calculating commander carefully weighing the odds and choosing the risks. not political connections or inherited wealth. If you take the Rifleman class option. the ally grants Combat Advantage to the target enemy until the end of the allies next turn. RUTHLESS WASTELORD "Harsh" may be an overused word when it comes to describing the world after the Cataclysm. NEW CLASS FEATURES RIFLEMAN Some wastelords like the power and range of two-handed technological weapons. but it is often the only word which fits.CLASSES . you may use your Intelligence modifier instead of your Dexterity modifier when making ranged basic attacks. whether ballistic or blaster. If the attack misses. or a calculating commander who sells his services and those of his followers to the highest bidder. a brute who only wants power for himself. You do not need to take the Ruthless Wastelord build to select this feature. and the Warlord can be used as-written in Earth Delta. A wastelord may be an idealist seeking to remake the old world. and that action bloodies one or more opponents. you gain proficiency with all Simple and Martial Guns. Wastelords have full access to any powers. and lose proficiency with chainmail and light shields. he may make an additional basic melee or ranged attack against any of the opponents he bloodied. The Wastelord is the Earth Delta version of the Warlord.but someone has to. WASTELORD (WARLORD) It takes a special kind of man.WASTELORD (WARLORD) 243 Effect: Use this power just before you make an attack with a ranged weapon which has the Rapid Fire property. though they are more than capable of joining in.) 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. you expend 2 shots in addition to any consumed by the power. other creatures may be included but at least one target must be a creature bloodied by the prior attack. and the power gains the Rattling keyword. to take command in the mad world of Earth Delta -. feats. They tend to stand back from the fight if they can. or hermaphroditic sapient jellyfish. COMMANDING PRESENCE You may select the following as a Commanding Presence. when using a two-handed gun. A well-placed shot could force the enemy back. the target ally grants combat advantage to the next creature to attack him. knowing success will invigorate him.. Effect: The ally may make a basic attack. At-Will Martial. Any enemies which attack that ally suffer a -2 penalty to all defenses against the next attack which targets them. the target ally gains heals damage equal to 1+your Charisma modifier. adding your Charisma modifier to the attack roll. but this one is mine. Until the end of your next turn. LEVEL 1 ENCOUNTER EXPLOITS Knight's Gambit Warlord Attack 1 An ally exposes himself to trick an enemy into an even worse position. that ally grants combat advantage. if an enemy attacks the target ally and misses. Weapon Standard Action Ranged weapon Target: One enemy adjacent to an ally. Martial. Splitting Shot Warlord Attack 1 Your ally is tangled with an enemy that has him at a disadvantage. Might as well risk it. Miss: If you miss by 4 or more. adding your Charisma modifier to the attack and damage rolls. but a poorly placed shot could make the situation worse. Special: After you have declared targets but before you roll. Ruthless Warlord: Until the end of your next turn. There are many like it. If he hits. Weapon Standard Action Close Burst 5 Target: One ally in burst Effect: The ally may make a melee basic attack as a free action. At-Will Healing. and so are presented here on their own. and failure. PARAGON PATHS The following Paragon Paths are not directly tied to a single class or race. won't be a problem for long. Weapon Standard Action Close burst 10 Target: One ally in burst that you can see. Encounter Martial. make a ranged basic attack against the target enemy. and slide the enemy one square so that he is not adjacent to the target ally.PARAGON PATHS 244 LEVEL 1 AT-WILL EXPLOITS Risky Assault Warlord Attack 1 You encourage your ally to make a dangerous attack.. If he misses. Attack: Dexterity or Intelligence vs. . and one ally adjacent to the target enemy. Armor Class Hit: 1[W] + Dexterity or Intelligence modifier damage. REBORN SOLDIER "This is my rifle. Increase damage to 2[W] at 21st level. if he does so. the target ally may object. he may heal five points of damage per tier or make a saving throw against any condition which a save could end. Oh well. and slide the ally one square so that he does not end up adjacent to the target enemy's new position. the target enemy may slide him one square.CLASSES . you must declare you are using this feature before you roll. It is my life. Add the weapon's enhancement bonus to attack and damage rolls. you may roll two dice and use whichever die you prefer (if the action requires multiple attack rolls.PARAGON PATHS My rifle is my best friend. or you may choose to gain a +2 power bonus to damage rolls if there is more than one ally adjacent to a target. you can line up the perfect shot. 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. Weapon Standard Action Ranged weapon Requirement: You must be wielding a 2-handed technological gun. REBORN SOLDIER EXPLOITS Right Between The Eyes Reborn Soldier Attack 11 If no one's around to bother you. you gain a +2 power bonus to all attack and damage rolls. While the path of the Reborn Soldier is limited to unchanged humans and mutant humans. REBORN SOLDIER CLASS FEATURES Student Of The Past You gain a +2 bonus to all Technology and History checks. This is considered a +2 proficiency weapon which does 1d8 damage. There are as many visions of a new world as there were creeds and philosophies in the old. . Survivalist. Encounter Martial. increasing to 2d8 at 21st level. Target: One creature Attack: Dexterity vs. though he may range widely in exactly what form that new civilization may take. and this applies only to a single attack roll of the set). this does not mean that all followers of this path are prejudiced against other forms of sapient life. you do an extra [W] of damage to that target. Unchanged Human or Mutant Human. utilizing the ancient weapons he has scavenged from the ruins. 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. If both die rolls would have hit the target. proficient with military two-handed technological guns The Reborn Soldier fights with the weapons and techniques of the Ancestors. you may choose to either give all allies adjacent to you a +1 power bonus to their Armor Class and Reflex defense. When using an attached weapon. and you must not be within melee reach of any enemy. if any. Lever Action (11th level) When you spend an action point to take an attack action using a two-handed technological gun. and you score a critical hit on a 19-20. or Wastelord. Close Quarters Fighting (11th level) You may use a 2-handed technological gun to make opportunity attacks in melee. Aftereffect: Target grants combat advantage until the end of his next turn.CLASSES . Formation Fighting (16th level) At the start of your turn. He considers himself the vanguard of the return of a world of order and civilization. some are. Technology." 245 Prerequisite: Mercenary. some aren't. I must master it as I must master my life. Armor Class Hit: 2[W]+Dexterity modifier damage and target is knocked prone and takes 5 ongoing damage (save ends both). Effect: Expend a charge or round. and choose one of the following: Power Shot: +1[W] damage Bleeding Shot: 10 ongoing damage. Technology. The target enemy suffers a -2 to his attack roll.PARAGON PATHS 246 Spoiler Shot Reborn Soldier Utility 12 A hasty attack ruins an enemy's attempt to take advantage of an ally's tactical blunder. 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 . You must declare you are using this power before the attack is rolled.CLASSES . At-Will Martial. Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. that's the kind of shot you take. 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. save ends. Technology. Armor Class Hit: 3[W] +Dexterity modifier damage. Effective Shot Whatever kind of shot you need. Daily Martial. or to gain knowledge about any monster with the Cultist keyword. (The scaling DC assumes the characters are adventuring in progressively more dangerous sites. If the DM decides to go with this option. even if you're not fluent in the language. and vice-versa. While knowledge of History does not allow puzzling out of devices (that's Technology). 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. the strange sects. you need skills to pay the bills. the standard 4e skills work here. Only a few minor changes are needed. There are many character concepts which fit someone familiar with the recent (post-Cataclysm) past. and DC 25 at Epic tier to read signs. Do Not Enter Unless Wearing Class-VI Protective Gear!". borders. History may be split into two skills. In most ways. and covers all aspects of science and machinery. and that the writings involved are more obscured or more technical. and movements which have sprung up in the years since the Disaster. such as identifying a gun. events which have occurred since the Cataclysm. CULTS (INTELLIGENCE) Cults covers knowledge of the various Cataclysm Cults.SKILLS . NEW SKILLS There is are two new skills introduced to the game (at this point): Cults and Technology.) OPTION: ANCIENT AND MODERN HISTORY At the DMs discretion. DC 20 at Paragon tier. Ancient and Modern. knowing the difference between a cleaning 'bot and a Murder Machine. Being able to puzzle out a stop sign (Heroic tier) is easier than deciphering "Danger: Quantum Flux Energies. but who are unfamiliar with pre-Cataclysm events. orders.INTRODUCTION 247 Skills Even in the radioactive and mutated future. this skill replaces Religion. HISTORY History covers both the world as it is. or the ancient (pre-Cataclysm) past. or repairing a broken windmill. no matter the setting. and so on. The DM should adjust the DCs as needed for balance and verisimilitude. . Someone trained in History may make a skill check against DC 15 at Heroic tier. This skill can be used to remember facts about a specific cult. and so on. and the world as it was. INTRODUCTION For the most part. but not both. TECHNOLOGY (INTELLIGENCE) Technology is a Knowledge skill. Stealth is stealth and Bluff is bluff. The downside is that anyone who wants to be good at both must pay for two skills. it does allow you to attempt to read some forms of Ancestral. anyone who trains Ancient history gains fluency in Ancestral and anyone who trains in Modern history gains one post-cataclysm language of their choice. This allows for characters who may be very aware of current politics. wall markings. it is very difficult for a mutant bear to pass as a mutant human. or vice-versa 2 Human. which is to keep it simple. from huge cave complexes caused by the shifting continents to entire underground settlements. and apply some measure of logic. as well. As I'm sure is clear to anyone who has read this far.SKILLS . Mutant Human. and dramatic sense. creating a false armor shell that can pass a casual glance is simpler than covering up a real one. Technology Skill can represent extensive formal training. or vice-versa The DM is urged to treat this as a guideline. again I must bow to the design ethos of 4e. A few notes: BLUFF The fine art of deception has not altered much with the destruction of civilization. or to mutant human. . Likewise. some still inhabited by the descendants of their founders. it is far easier to add the appearance of mutation than to cover one up. or Mutant Animal to Plant. I am a cynical man. or to human. See "Rant The First". page 347. etc. CHANGED SKILLS Most skills work exactly as they did before. 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. If a character is trained in Technology. even an exceptionally hirsute one. hands-on experience working with old items. there's plenty of actual underground places as well. one thing which must be brought up is the use of Bluff to disguise oneself. and this skill applies there. and some feats to mitigate these effects. but I won't. The world of Earth Delta is covered with ruined cities and lost complexes. However. even when inactive or passive. While it would be tempting to include a "disguise modifier" with each and every mutation. it can be good to think a minute about how he learned it and how he understands the mysterious relics of the Old Ones. time spent in a monastery studying the lost arts. Any man-made structure now abandoned to the elements or forgotten by time is covered by the Dungeoneering skill. which makes Boris Karloff into the world's greatest liar and master forger. common sense. (I could put in a long rant here about 4e's overloading of skills. This has the same DCs as the Heal skill. Of course.CHANGED SKILLS 248 Technology is used for Monster Knowledge checks for any monster with the "Robot" or "Android" keywords. or a strangely ritualistic knowledge based on treating old books and blueprints as almost mystical items. reason. DUNGEONEERING This skill covers more than just underground complexes where unrelated monsters lurk patiently in ten by ten rooms waiting for adventurers. this skill replaces Arcana. HEALING MACHINES Someone with the Technology skill can heal damaged robots or androids. In most ways. some taken over by encroaching newcomers. As a general rule.) Most mutations are clearly visible. which a cynical man would claim proves civilization has not been destroyed. Nature can also be used to identify irradiated zones. where it works exactly like the Heal skill.SKILLS . If the technique is completed but fails (see individual technique). SKILL AND MUTATION TECHNIQUES INTRODUCTION There's far more to life in the world After Disaster than just killing things and taking their stuff. Some techniques require the expenditure of resources. Making heal checks on plants requires the Nature skill. and is key to manufacturing herbal concoctions. but there are a few additional keywords: . and mutant animals. Skill Techniques are a lot like Skill Powers and a little bit like Rituals. What I hope. a Skill Technique requires you to be trained in the relevant skill(s). and DMs will find they give characters interesting options without making "raw" skill checks redundant or underpowered. There's a point in every developer's work where he has to admit that the effort put into one direction simply isn't working and it's time to back up and start over. Making heal checks on Robots or Androids requires the Technology skill. guarding against things that want to kill you. mutant humans. Nature is especially useful when dealing with monsters of other types who have a mutation template attached to them -. NATURE Nature covers knowledge of mutations and their likely effects. there's a million ways to restrict them or just ban them altogether. GENERAL RULES Unless otherwise noted. Techniques are defined much like powers. or which provide some specific benefits or opportunities. Skill Techniques are noted as being At-Will. and replace the "Techniques" I've been trying since March. or Daily. a combat erupts while a Scavenger is trying to build a laser gun). 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. Also cool. to really do the way I want. learning about things so you can kill them better. All of these things can be accomplished by using skills and abilities in accordance with fairly well-defined steps and sequences. and so on. Some might find just the opposite. they can be tried without knowing the technique. 2010. that these are too easy to aquire or offer players too many options. known as Skill Techniques. Skill Techniques are abilities or powers which stretch the bounds of what someone might be expected to accomplish with a skill check alone. That's fine. consider this a useful set of ideas on "Cool stuff to do with skills". Nature can also be used to heal plants. the resources are still expended unless otherwise noted. though. There's preparing to kill things. Some DMs might find this limits skills too much and thinks all of these should just be done with a skill check. is that players will find them useful and fun. Encounter.a high Cults knowledge might identify a member of the Children of Fire cult.SKILL AND MUTATION TECHNIQUES 249 HEAL This skill works equally well on humans. but at a -5 penalty. At-Will skill techniques are considered to be very simple. no resources are expended but the time spent is lost. if the technique is stopped partially through (for example. such as "Extended (2 hours)".SKILL AND MUTATION TECHNIQUES Cooperative 250 A cooperative technique allows others to aid. Follow the normal rules for Aid (DC 10+1/2 level of primary skill user. in addition to any other consequences of failure. really.SKILLS . Without the correct gear. You don't have to tell them why it's much more difficult than they might expect to accomplish something. Skill techniques come in tiers. People aiding do not need to be trained in the skill or the technique. techniques which involve the making of technological items may be made Paragon or Epic tier if such items are to be very rare. The DM should feel free to adjust the level up or down as needed. The only real rule here is to be consistent and to let the players know. Some techniques may require finding a particular teacher or completing some arduous test or rite of passage. The DM may alter this as needed. Generally. and anyone aiding him takes half damage. the character takes level-appropriate damage (a type may be given. the character using the technique.. . You must be of the appropriate tier to learn a technique. LEARNING SKILL TECHNIQUES Skill techniques may be learned as a background benefit. for example.e. Extended An Extended technique takes a period of time other than one of the usual defined periods. They may also be learned by taking the Technique Training feats (see page 265). You can only perform one Extended activity at a time. During this time. If you have a Great Failure or a Critical Failure. the skill technique cannot be performed. i. "Risky (Lightning)". The time is given. or may grant techniques as a reward. such as "Cooperative (2)". anyone taking the Skill Focus feat may also select a Technique associated with the relevant skill. can engage in no other activities besides basic conversation and similar light activities. Risky This technique exposes the character to some danger. and anyone aiding him. a failure means a -1 penalty to the roll instead of a +2 bonus. No hit points are regained and no effects which normally trigger on expending a surge do so. a DM may set the level based on a value other than the party's level. though you can perform several in sequence. but fairness really demands they know before they roll what they're risking. that is the maximum number of people who may aid. High-level characters building a campsite in an area filled with only low-level monsters and natural hazards which are beneath their notice (see Scaling Difficulties. page 364) should roll at a level 4 or 5 DC. a skill technique requires a single roll. what the odds really are. Likewise. In addition. The level of the check is set by the DM unless otherwise noted. Hard) is given in the technique. The DM may change the tier of a technique to better suit his campaign world. This follows the logic that higher-level characters are adventuring in more dangerous places or dealing with more dangerous foes. before they choose to expend resources. Strenuous A strenuous technique requires the expenditure of a healing surge. or..) If there is a number following cooperative. Some types of equipment may offer bonuses to techniques. such as a round or a short rest. PERFORMING A SKILL TECHNIQUE Unless otherwise noted. the level of the check should be the level of the party. Equipment A skill technique with this keyword requires appropriate gear. Moderate. not at all. The Difficulty of the check (Easy. Great Failure: If you fail by 5 or more. someone in the party must be trained in Heal. the required skill or skills. At-Will. suffering a -2 per tier penalty on initiative checks. Rarely. you may still meet the requirements for a "Great Success" (though even that might not be there). you do not gain the benefits of the "success". Extended) is given next. this effect happens. its difficulty. Restful: Comfort is key.SKILL AND MUTATION TECHNIQUES 251 READING A SKILL TECHNIQUE The top line shows the name of the technique. this effect happens. it will be). it's easier to have a Great Failure than a Great Success. Each character chooses when to apply this bonus. or other things to be aware of. The first line states the frequency (Daily. gaining a +2 per tier bonus on a single skill check they make prior to or during the first encounter of the day. such as "Athletics and Dungeoneering". Great Success: If you succeed by 10 or more. Short Rest. you must be trained in both skills. Critical Failure: If you roll a natural 1. Campsite Easy Heroic Nature Technique A long day's journey is behind you. Then there's fluff text. In these cases. Lastly. Hidden: The campsite is well protected from passersby. you can be trained in either to use this technique. a "Special" line will include any notes. The following lines may also appear. Please also note that if there is no "critical failure" line. The "Failure" line tells what happens if you fail. Daily Cooperative (2) Extended (20 minutes) Success: Choose one of the following effects: Clean: The Ancestors knew many rites to ward off the spirits of illness. but do not roll a natural 20. If a particular line does not appear. then nothing happens beyond the expenditure of time and resources. . but of course.SKILLS . possibly even a Great Success. (Yes. there will be skills joined by an "and". Life is hard. would be a success (usually. followed by keywords. There are some optional lines: Critical Success: This occurs if you roll a natural 20 and this roll. such as "Nature or Healing". nothing triggers that condition. and its tier. a roll of a natural "1" may still be a success. Even enemies who know it's "around here somewhere" will be a bit taken aback when they stumble into it. All Endurance checks made to overcome disease gain a +2 bonus per tier. The time to perform (Standard Action. and many more such days are ahead of you. plus your bonus. If there is no such line. depending on the DC and the skill modifier. modifiers. etc). If you roll a natural 20 and there's no "Critical Success" line. In the case of multiple skills. It's good to know how to get the most out of whatever rest you can get. in italics. Everyone awakens refreshed and energetic. if the skills are joined by an "or". To create a clean campsite. The "Success" line tells you what happens if you succeed at the skill check. 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. or may specify that specific creatures must be harvested to create a given item. shifts in terrain. but the roll is at a -5 penalty. all come together to enhance surprise. once dried and powdered. You can create items only of your level or lower. Critical Failure: Wait. Equipment (Scholar's Kit) Extended (2 hours) Success: You create the desired consumable. Daily Extended (10 minutes) Strenuous Success: You lay a cunning trap. The level for the check DC is the level of the item you wish to create. or choose a second effect. Enemy takes a -5 to passive or active Perception checks. tongue of feathered newt. Mix well. forcing the target enemy to travel where you need them to. should be an excellent anti-venom. (So if you roll a 30 on your skill check and the encounter does not start for four more hours. Without a scholar's kit.. Daily Cooperative (1). he may adjust the time or the location of the encounter slightly to better model how you've taken advantage of the terrain. At the end of the extended rest. and the resulting mush. if that's not possible based on terrain/position. setting up scouts. 252 Well Placed: The campsite is positioned for maximum visibility. and so forth.SKILLS . and you lose a healing surge.. Critical Success: Either increase the bonuses granted by 2. Create Mutated Consumable Hard Heroic Nature Technique Eye of laser-bat. the enemy either surprises you or. everyone must make an Easy Endurance check or lose a healing sure. moving around. for each hour which passes after setting the ambush without the encounter occurring. the skill roll is reduced by 2. weren't they coming from the north? Your ambush is ambushed. Great Failure: The camp was poorly set up. and spleen of one-eyed carnivorous rabbit. Critical Failure: As for great failure. it is possible to use improvised tools. offering foes little chance to hide. random factors. Success or failure is determined by the modified value of the roll at the point at which the encounter begins. and so on.. This technique presumes you know an encounter is coming or likely. The DM may simply require generic "parts". If the DM is willing. You must have ingredients equal to the gold piece value of the consumable you wish to create. But you're not just any idiots. This technique covers preparing an ambush that will give the ambushing group maximum advantage over its enemies.. Failure: You're not as well hidden as you think. Finding good hiding spots..) . were very ready for you and gain a+4 bonus to their initiative. Establish Ambush Hard Heroic Nature or Dungeoneering Technique Any idiots can hide behind some trees and jump out screaming. No adjustments to Perception. it's treated as if you rolled a 22. Because of people's impatience.SKILL AND MUTATION TECHNIQUES Perception checks made to sense approaching enemies gain a +2 bonus. This technique allows you to create a mutational consumable. to be careful not to drop garbage. your long-term speed is reduced by 2. This technique covers hiding your tracks. It's assumed this technique represents constant action over an extended march. At-Will Cooperative (2). likewise. and so on. weather. you know what to do in cases like this. you suffer no long term speed reduction. Critical Failure: Oh dear. long-term. a second check will be needed. Since this might not be known to the characters. Try again tomorrow. using chemicals to mask your scent.") to confuse psychic scanner. use Dungeoneering when preparing one underground or in ruins. and so on should modify the tracker's general chance of success. and should. but your careful progress hinders any enemy seeking to follow you. not how well you can hide your trail.SKILLS . Use Nature when traveling through a wilderness or Dungeoneering when in ruins or underground. condition. laying down false trails. if the party marches for more than ten hours in a day.. If somehow revived. Great Failure: Attempts to track you suffer no penalty. Long Term Treatment Moderate Heroic Heal Technique Even though the initial fever had passed and the sores had healed. a clever use of this technique might grant bonuses to several rolls or unlock new skills which can be used.. to double back. The level of the check is the level of the highest-level enemy to be ambushed. Daily Equipment (Medical Kit or Scholar's Kit. they didn't mean eight foot long flying leeches. The terrain. The target of this technique is dead. even thinking distracting thoughts ("We're going north. and the speed penalty represents the need to go a bit slower. effective long term speed is reduced by 1. The DM can. Components) Extended (20 minutes) Success: A character who has reached the "Final Stage" of a disease or injury. After any encounter (which will leave behind a lot of evidence) the check must be rerolled. effective long term speed is reduced by 1.SKILL AND MUTATION TECHNIQUES 253 Use Nature when preparing an ambush in the wilderness. your long-term speed is reduced by 1. and who is not dead. Hide Tracks Moderate Heroic Nature or Dungeoneering Technique It makes going a bit slow. we're going north. Failure: Attempts to track you suffer no penalty. 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!"). Critical Success: Attempts to track you suffer a -5 penalty. In a skill challenge. the DM will not reveal if an ambush has been successful or not. . Failure: The character stays where they are.. Great Success: Attempts to track you suffer a -5 penalty. I guess when the Ancestors wrote of "leeches". Bran still showed the signs of one who had been in great battle with spirits of illness. Fortunately. is moved back to the next-highest stage. Critical Success: The character is completely cured of the disease or of a non-fatal.. Strenuous Special Success: Attempts to track you suffer a -3 penalty. your long-term speed is reduced by 2. Critical Failure: Attempts to track you gain a +5 penalty. they will still have the disease or condition. use Technology. and the area to be covered. The component cost is equal to 1/5th the value of a tech item of the same level as the disease.) 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. Perception will show you things. Encounter (see below) Cooperative(2). everyone's base speed is increased by 2. A character may use this ability as often as he wishes. a small burn which could only have been made by a laser.. Failure: No speed increase. are guidelines only.. when did death become so welcome? Daily Strenuous Short Rest Success: For purposes of overland travel.. the DM may disallow use of this technique or allow it to reveal only part of the puzzle.SKILL AND MUTATION TECHNIQUES 254 While normal Heal techniques can grant bonuses to recovering from a disease. and on. . Read The Signs Heroic Hard Perception Technique It takes you a while to study the area in full detail. Trailblazing Heroic Moderate Nature Technique The road goes ever ever on. Since the searcher should not know if he's failed. if so. they don't do much if the character has reached a terminal state which is non-fatal.. When you're done. The times given above.. and everyone loses a healing surge. and on. signs of any sort of violent struggle. Strenuous Extended (1d4 * 10 minutes) Success: You get a good reading of events going back 1+your Wisdom modifier hours. Great Failure: You get a badly warped or incomplete version of events. this kind of information is intended to be the outcome of a skill challenge that involves the whole party. This technique allows you to recreate a sequence of events which occurred in an area. seeing the past unfold in a bent stalk. the DM may wish to make this roll secretly. Typical information which can be found is the number and kind of creatures who were present here. and so on. when used on robots. Sometimes. everyone's base speed is increased by 1. but not twice in the same general area.SKILLS . and so on. Failure: You got nothin'. such as petrification or other "sucks to be you" conditions. Critical Success: For purposes of overland travel. sap. sorting out what happened when. telling time by how dry a patch of blood has become. the DM should adjust according to the context. scavenged drugs. The DM should be fairly generous in what sort of information can be gleaned. use Nature instead of Heal. and is also used for conditions which do not end with an encounter or short rest. This technique can undo even those effects. animal parts. When used on plants. or he doesn't. either he figures out what happened here. marks on trees. this technique puts them together.. it's almost as if you'd seen the events unfold yourself. Components are usually herbs. Great Success: You get a good reading of events going back 2+twice your Wisdom modifier hours. hints of what kind of armor or equipment they were carrying (footprints. placing things into chronological order and making very accurate intuitive leaps to tie together fragments of data. Equipment (Hunting kit). this logo is almost perfectly intact! Encounter Cooperative (2). This technique allows a skilled individual to pull out useful bits from any tech items left behind. this crystal can be repaired. especially the corpses of robots or cyborgs.. It cannot be used if there is no reasonable chance of technological loot being left after an encounter. Critical Success: Double the amount harvested... poison glands. Salvage Hard Heroic Technology Feat This circuit isn't too badly charred. and.SKILLS .. that thing's teeth were sharp! (Or it had acid glands.. Great Failure: Hey. such as the lighting-spitting control panels which were part of the encounter setting. A DM may also specify some items. it cannot be used the next day. finding shortcuts. can be salvaged after the encounter is over... if this check fails. easy slopes. Also. Critical Success: Double the amount harvested. Equipment (Toolkit). and everyone loses a healing surge. everyone bitches and curses at you for the entire trip.. holograms. Sometimes. the DM may wish for extended overland travel to be handled by a skill challenge. 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 may add successes or unlock new options. or other nonnatural creatures (the "natural" origin just means they're not from the Outer Planes or something. Or something. everyone's base speed is reduced by 1.. At the DMs option. Special: The damage done is normal for Heroic Tier (you cut yourself on sharp metal). oooo. Risky Short Rest Success: You extract organic components which can be used to craft or enhance mutation items. This technique cannot be used with hide tracks. It cannot be used on robots.. and. oooo. This technique allows a character to pull out the good bits from a dead opponent.. equal in value to 1/10th the worth of a tech item of the encounter's level. . The DM may also allow it to be used if enemies were armed or equipped with tech items. equal in value to 1/10th the worth of a tech item of the encounter's level. the DM is the final judge of whether or not you can get organic bits from a given corpse)... This technique allows a skilled leader to help the party move more quickly through the wilderness. a group endurance check must be made after this technique has been used. the psychic organs of the brain. and so on. and so on. 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. if so. rather than directly affecting speed. this crystal can be repaired. Critical Failure: In addition to the normal damage. Risky Short Rest Success: You extract technological components which can be used to craft or enhance technological devices. such as armored hide.SKILL AND MUTATION TECHNIQUES 255 Great Failure: For purposes of overland travel. Lightning for Paragon Tier (Hey. as if you somehow knew the road was blocked and you had to go back. that circuit is still live!).) The damage you take is up to the DM and what it is you're currently trying to rip useful bits out of.. this logo is almost perfectly intact! Encounter Cooperative (2). but you may push the target 1 square.) However. the damage bonus becomes +4 at 11th level and +6 at 21st level. (Scavengers should look at the "Laser Specialist" feat. instead of your Dexterity modifier. more interesting and desirable. you get a +2 feat bonus to attack rolls and damage rolls. gaining a +1 untyped bonus to all gun attack rolls. most classes do not have abilities which rely on ranged weapons. too. if the characters are otherwise qualified.) Critical Shot Prerequisite: Gunfighter Benefit: Once per encounter. The following feats are designed to make the use of ranged attacks. In general. other than the Ranger. 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. without replacing class powers as the primary means of defining "how you kill people". you do no damage. (Though a more fantasy oriented. This greatly works against the "feel" of the game.SKILL AND MUTATION TECHNIQUES 256 Feats Special things you can do. below. GUNFIGHTER Benefit: You are trained in optimally using guns. target is slowed (save ends). you may choose to target Will instead of Armor Class. Pardner! Prerequisite: Gunfighter Benefit: Once per encounter. save ends. Pistol Quickdraw Prerequisite: Gunfighter . You may only target enemies when using this feat. most feats from the core 4e game are usable here. The attack bonus becomes +3 at 11th level and +4 at 21st level. ought to be fairly common. and using a ranged basic attack is very rarely the most optimal choice. and you must declare you are using it before you roll. If you do. where high-end energy weapons are greatly desired. you may choose one of the following effects: Target is blinded until the end of your next turn. more low-tech approach is fine. when making ranged basic attacks with guns. Weapon Feats One area in which Earth Delta differs in "feel" from Fourth Edition is that ranged weapons. even by non-specialists.FEATS . when you roll a critical hit while wielding a gun. all the more so as you advance higher in level. especially guns and lasers and ice rays and hyper-atomic neutronic death beams. when you make a ranged basic attack. or target takes 5 ongoing damage per tier. You may also choose to use your Intelligence or Wisdom modifier. Dance. This applies to attack rolls and damage rolls. you may add 1+the gun's enhancement bonus as an item bonus to the next Intimidate check you make until the end of your next turn. you do your Strength modifier damage to them as a minor action. leaving your hand once again free. This Is My Boom Stick! Benefit: After hitting a target while using a gun. any enemies within 3 squares of you suffer a -2 to their next melee or ranged attack roll against you. Victory Howl racial power Benefit: When you use your Victory Howl racial power. This is a fear effect. but you must have a ranged weapon ready (or be able to draw one as a free action). COOPERATION Prerequisite: Human Benefit: You gain a +2 feat bonus on all Aid checks for skill use. and the return it to its holster or other container (if you wish) when the attack action is resolved. against whichever target(s) you would be allowed to use your melee basic attack against. the bonus becomes 2+the gun's enhancement bonus. This consumes 2 shots or charges. For each square higher than the target that you began from. HEROIC TIER FEATS RACIAL FEATS CHILLING HOWL Prerequisite: Wolfoid.FEATS .HEROIC TIER FEATS 257 Benefit: If you have a free hand. Benefit: When you use a ranged weapon attack power which attacks a single creature. also for half damage. you can draw a one-handed gun as a free action as part of an attack action using that gun. or was a critical hit. COPIOUS VENOM Prerequisite: Giloid Benefit: You may use your venomous bite racial power as an encounter power. you may dive down on an enemy. You may make the second attack even if you miss with the first. you may add a +1 . Snap Shot Prerequisite: Gunfighter Benefit: When you are granted the ability to make a melee basic attack a free action. DIVE Prerequisite: Hawkoid Benefit: If you have not yet used your limited flight power during this encounter. against any creature adjacent to the target as part of the attack. CONSTRICTOR Prerequisite: Serpentoid Benefit: When you grab an enemy. you may choose to do half damage to the target and make a ranged basic attack. Strafing Shot Prerequisite: Gunfighter Requirement: You must be wielding a weapon with the Rapid Fire property. You may do this only once per encounter and must announce you are using this prior to rolling the check. Make a charge attack. If the hit reduced an enemy to 0 hit points. This does not provoke opportunity attacks. You must declare you are doing this before making any attack rolls. you may make a ranged basic attack instead. you gain a +2 racial bonus to damage rolls made with melee weapons. OFTEN OUTNUMBERED. you may make a basic attack against the creature which attacked that ally as an immediate reaction. you may fly through some or all of the intervening space.FEATS . FURY OF THE WILD Prerequisite: Mutant animal Benefit: When you are bloodied. Special: It is not required that you imitate Brian Blessed while using this ability. you may add your Strength bonus to the damage done. but this shift must not move you closer to an enemy and you may not end the shift adjacent to an enemy. It is. MONKEY SEE. you may spend a healing surge as an immediate interrupt. you get a +2 feat bonus to the next check you make using that skill before the end of your next turn. QUICK STUDY Prerequisite: Human . Pack Fury racial power Benefit: If you hit when using pack fury. NEVER OUTCLASSED Prerequisite: Human Benefit: Minions do not count for purposes of determining if you are flanked. Prerequisite: Gatoroid. MAMA BEAR Prerequisite: Bearoid Benefit: When an ally you can see within 5 squares is bloodied. a good idea. Gripping Bite racial power Benefit: If someone grabbed by your Gripping Bite succeeds at escaping. They do not escape. HUMAN ADAPTABILITY Prerequisite: Human Benefit: You may retrain twice when you level up. This counts as a use of limited flight for this encounter. So long as the total squares moved does not exceed your speed. you may shift as a minor action. the target is also slowed until the end of your next turn. FREIGHT TRAIN Prerequisite: Rhinoid Benefit: When you hit with a charge attack when you used your Rhino's Fury racial power. INESCAPABLE BITE No. You grant combat advantage until the end of your next turn. FLIGHT INSTINCT Prerequisite: Rabbitoid Benefit: When you are bloodied. This replaces the penalty to defenses.HEROIC TIER FEATS 258 feat bonus to your damage roll. You don't get away. MONKEY DO Prerequisite: Human or Apeoid Benefit: When an ally you can see within 5 squares succeeds with a skill check in which he is trained and you are not. HAMSTRING Prerequisite: Wolfoid. however. Human Benefit: You gain 1 Fury the first time in an encounter that you become bloodied. you still gain a +1 proficiency bonus if the weapon's normal proficiency bonus is +1 or higher. Frenzy Expression class feature. HELPLESS RAGE Prerequisite: Savage. TUNNEL RAT Prerequisite: Ratoid Benefit: You do not grant combat advantage and may move at full speed when squeezing. Frenzy Expression class feature. Robot Benefit: You gain 1 Fury when you roll initiative for the first time in an encounter. MAN IS THE MOST SAVAGE BEAST OF ALL Prerequisite: Savage. the save fails. you gain 1 Fury. YOU'RE WORTH MY ATTENTION Prerequisite: Savage. you may choose to deal 1+your Charisma modifier in psychic damage to them as an immediate reaction. Wisdom 13+ Benefit: Any powers you have which grant bonuses to weapons can be applied to natural weapons. SCAVENGER CLASS FEATS BIOFITTING Prerequisite: Scavenger. you gain 1 Fury.FEATS . If you hit. LINGERING PAIN Prerequisite: Savage Benefit: When an adjacent enemy makes a saving throw. PROGRAMMED FOR DESTRUCTION Prerequisite: Savage. YOU'RE NOT EVEN TRYING Prerequisite: Savage Benefit: When a creature attacking you rolls a natural 1 on their attack roll. you may declare him your Victim as an immediate reaction. Benefit: When a creature takes an action that causes you to gain Fury. Call Out class feature Benefit: When you an enemy scores a critical hit against you. CONCUSSIVE BLAST Prerequisite: Scavenger. SAVAGE CLASS FEATS FEARSOME GRIN Prerequisite: Savage. trained in Heal.HEROIC TIER FEATS 259 Benefit: When using simple or military weapons you are not proficient in. you may make a melee basic attack as an immediate interrupt. Benefit: Whenever you begin your turn dominated or stunned. SAVAGE MAULING Prerequisite: Jaguaroid Benefit: The bonus to attack and damage rolls from your racial surprise pounce power increases to +2. Demolitions Training . DUCK! Prerequisite: Scavenger. or has any similar traits. (If a power has multiple attack rolls. You do the listed damage with the attack. you may add 1d6 to the damage. and one encounter power of the same level. You cannot use any properties or powers of your toolkit. Each time you use the power. 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 may swap one for the other. or is sustained. The next time you hit with a scavenger attack power before the end of your next turn.FEATS . This bonus increases to +2 at 11th level and to +3 at 21st level. you take 1d4+1 points of lightning damage per level of the power. 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. He must decide which he wishes to do before making any attack rolls. . you may swap one for the other. the scavenger may designate one target in the area of effect as his primary target. IMPROVED DEMOLITIONS Prerequisite: Scavenger. you may choose to add the following effect to the "hit" line: "Save or fall prone. After an extended rest.HEROIC TIER FEATS 260 Benefit: Once per encounter. RECONFIGURABLE WEAPON Prerequisite: Scavenger Benefit: Pick one encounter attack power of your level or lower that you do not know. After an extended rest. RECONFIGURABLE TOOL Prerequisite: Scavenger Benefit: Pick one scavenger utility power of your level or lower that you do not know. Robot Benefit: As a minor action. At 11th level. ratoid Benefit: Once per encounter. gaining a +1 feat bonus on attack and damage rolls against that target. you may choose to do 10 points to add 2d6. and at 21st level. or higher. or higher. You may change which two powers can be swapped when you retrain. which may not be resisted or absorbed. You must choose to use either your toolkit or the laser as your implement before using the power. when you miss an attack roll with a Scavenger attack power. you may inflict 5 points of damage on yourself. you may reroll the attack as an immediate reaction. SCAVENGE SELF Prerequisite: Scavenger. that you do. prior to using a Scavenger attack power with the Area keyword. you may switch which implement you are using as a free action. and one scavenger utility power of the same level.) RATMAN ENGINEERING Prerequisite: Scavenger. You may change which two powers can be swapped when you retrain. but may use any applicable properties or powers of the weapon. Demolitions Training Benefit: Instead of excluding a target. that you do. Wisdom 15+ Benefit: You have a -2 penalty to attacks against allies. you may choose to do 15 points to add 3d6. If you miss with the second roll." This effect occurs after all other power effects have been resolved. Trigger: Target of power is attacked by. respectively.FEATS . Antidote Applied Knowledge Power For scorpant venom. increasing to +2 at 11th level and to +3 at 21st level. Aura Avoidance Applied Knowledge Power Whether it's herbs which repel scavenging rad roaches. and you may use Heal instead of Technology or Nature to perform such check on Robots and Plants. that effect ends. Staff of Authority class feature. AURA AVOIDANCE [APPLIED KNOWLEDGE] Prerequisite: Scholar. Effect: If the target is suffering from an effect with the poison keyword. . Tradition of Healing. or knowing how to avoid the lashing thorns of killer plants. Effect: Target is immune to that aura until the end of your next turn. BATTLEFIELD SURGEON Prerequisite: Scholar Benefit: When you use a power with the Healing keyword and include an adjacent ally as the target. Benefit: When you are wielding a quarterstaff. Applied Knowledge class feature. this is going to be a waste of time. they may add your Wisdom modifier to the hit points regained. When you use First Aid to allow an ally to take a second wind. Encounter Minor Action Target: Self or adjacent ally. because otherwise. or suffers the effects of. you're good at getting close to your enemies. You hope that's the toxin the ratmen applied to their arrows. DEFENSIVE POSTURE Prerequisite: Scholar. you get a +1 shield bonus to Armor Class and Will Defense. Encounter Immediate Interrupt Target: Self or adjacent ally. SCHOLAR CLASS FEATS ANTIDOTE [APPLIED KNOWLEDGE] Prerequisite: Scholar. you get a +2 bonus to all defenses until the start of your next turn. an aura. apply powdered leaf of luring lily. trained in Heal Benefit: You gain a +1 feat bonus on Heal checks. Applied Knowledge class feature.HEROIC TIER FEATS 261 SELF POWERED Prerequisite: Scavenger. DEDICATED HEALER Prerequisite: Scholar. Robot Benefit: Scavenger powers you use which have the lightning keyword gain +1 feat bonus to damage. Benefit: You gain the Antidote power. Benefit: You gain the Aura Avoidance power. of your level or lower. SKILLED SURGEON Prerequisite: Scholar. you'll live to report that this is true. and warned your allies. . choosing the power type (encounter or utility) you did not pick the first time. Special: You may take this feat a second time. you may roll twice and choose the higher result. Benefit: Roll d8 instead of d6 when determining the bonus healing done. Attack: Intelligence +2 vs. Will at 11th level and to Intelligence+6 vs.HEROIC TIER FEATS 262 DETAILED FILES Prerequisite: Scholar. Encounter Immediate Interrupt Close burst 10 Target: One enemy in burst Trigger: Enemy uses an attack power. If this makes them invalid targets for the attack. Predictable Maneuver Applied Knowledge Power You knew he was going to do that. Will at 21st level. Effect: All allies targeted by the attack gain a +2 to all defenses against it. Benefit: You gain the Predictable Maneuver power. LARGER POUCH Prerequisite: Scholar Benefit: Choose either two scholar encounter attack powers. or two scholar utility powers. Benefit: You gain the Predictable Maneuver power. Will Hit: All allies targeted by the attack may shift 1 square. Robot Benefit: Once per encounter. the attack is still expended. Encounter Immediate Interrupt Trigger: An enemy in your line of sight uses an Immediate power which triggers on its being bloodied or reduced to 0 hit points. Applied Knowledge class feature. One of the powers must be a power you already know. PREDICTABLE MANEUVER [APPLIED KNOWLEDGE] Prerequisite: Scholar.FEATS . If you're lucky. when you roll for the bonus hit points healed by battlefield medicine. READY FOR ANYTHING [APPLIED KNOWLEDGE] Prerequisite: Scholar. Applied Knowledge class feature. Ready For Anything Applied Knowledge Power You've heard that the Furies of the Annihilation Army are even more dangerous when badly wounded. After an extended rest. Battlefield Medicine class feature. Special: Increase to Intelligence+4 vs. You may swap back after another extended rest. you may swap one of those powers for the other. You must have at least 2 shots left. Fruiting heritage mutation. you may roll the gun's damage as well. when you have no more shots left in a gun. If a power lets you make multiple attacks. Damage is applied separately for purposes of resistance. energy blast or energy burst mutation Benefit: Your blast becomes a Blast 5 instead of a Blast 3. CHILLING BOLT [POWER BOLT] Prerequisite: Power Bolt natural weapon. If you hit. or seven? Actually.FEATS . Before making an attack. CLAWING FREE Requirement: Mutant. (Choose which when you choose this feat. Benefit: You can fire a gun rapidly. deal your Strength modifier or Dexterity modifier in damage to the creature which grabbed you. fire damage type Benefit: Once per encounter. At 21st level. Benefit: Once per encounter. you may make a single attack roll without reloading. BURNING BOLT [POWER BOLT] Prerequisite: Power Bolt natural weapon. and do +2 damage. Benefit: You may choose a second type of fruit which you produce. vulnerability. STAB AND SHOOT Benefit: Once per turn. when you make a melee attack using an attached weapon. etc. ENLARGED BLAST Prerequisite: Mutant. roll 2[W]. cold damage type Benefit: Once per encounter. if you take a Standard rather than a Move action. claws Benefit: When you make an athletics or acrobatics check to escape from a grab. you may choose to cause it to be slowed until the end of your next turn. Roll 1[W] and do not add any attribute modifiers. did I fire six shots. increasing your damage somewhat. you do +2 damage. If you break free. you expend two shots..HEROIC TIER FEATS 263 SURVIVALIST FEATS BAYONET MASTERY Benefit: When you make a melee attack using any weapon with the "Attach" property. after a creature has been hit by your power bolt.) DOUBLE-TAP [RAPID FIRE] Requirement: You must be wielding a gun with the Rapid Fire property. you may roll your natural weapon's damage and add it to the total. You decide which type(s) are made when you expend healing surges. This consumes one shot from the gun. or a Burst 2 instead of a Burst 1 . you may have it take 5 ongoing fire damage (save ends). GENERAL FEATS BOUNTIFUL HARVEST Prerequisite: Mutant. after a creature has been hit by your power bolt.. it was five. You must decide whether to add the gun's damage before you roll damage but after you determine if you've hit. you decide this before each attack.. ONE BULLET LEFT So you're asking yourself. declare you are double-tapping.. SWARM SWEEPER Benefit: Any powers you have which impose forced movement will work on swarms. IMPROVED TELEPATHY Prerequisite: Mutant. UNSTABLE MUTATION Prerequisite: Mutant. SHREWD BARGAINER Prerequisite: You must be trained in Bluff or Diplomacy. this must be declared before each attack roll. Requirement: You must have combat advantage against the target. Benefit: Whenever you sell an item you found as a result of an adventure. HEROIC ENHANCED MUTATION Prerequisite: Mutant Benefit: Select one personal mutation of your level or lower. but it will kill a minion). You must have three shots left in the gun.FEATS .HEROIC TIER FEATS 264 FLEXIBLE WEAPON [NATURAL WEAPON] Requirement: You must be equipped with a natural weapon from the lashing group. but only 1 square of forced movement is allowed. If you do. Weapon Minor Action Melee natural weapon Prerequisite: You must have teeth or horns as a natural weapon. regardless of how far the power would ordinarily move the target. Savage Lunge Feat Power Your enemy makes a mistake. Benefit: Before you make an attack roll. Benefit: Your telepathy range increases to 20 squares. leaving his throat unguarded for just a brief instant. you still do your Dexterity modifier in damage (this still counts as a 'miss' for purposes of other effects which might occur on a hit or a miss. GRAZING SHOT [RAPID FIRE] Requirement: You must be wielding a gun with the Rapid Fire property. If your attack power includes multiple targets. Target: One creature. Effect: You may make a basic melee attack using your teeth or horns. Each time you do. it applies to a different mutation. SAVAGE LUNGE [NATURAL WEAPON] Requirement: Teeth or Horns Benefit: You gain the Savage Lunge encounter power. but that's all the time you need to lock your jaws around it and bite deeply. you expend three shots as you fire wildly at the target. Con 13+ . Encounter Martial. Special: You may take this feat multiple times. You gain the benefit specified by the "Heroic Enhancement" line. including barter goods. 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. If you miss. you get 10% more than the normal sale price. Benefit: Corners do not provide cover for targets of your lashing weapon. telepathy heritage mutation. you must declare if you are using this feat. this mutation may "turn off". PISTOL WHIP Benefit: You can make a melee basic attack using a one-handed gun. it does 1d6 damage with a +2 proficiency modifier. You gain Resist Radiation (Atomic and Blight) of 4+1/2 your level so long as you are not bloodied. Special: You may choose this feat up to two times. PARAGON TIER FEATS RACIAL FEATS RADIATION RESISTANCE Prerequisite: Unchanged Human.FEATS . Benefit: Once per encounter. You may reactivate the mutation following another extended rest. and you gain a +4 feat bonus to all Endurance checks made against radiation based diseases.PARAGON TIER FEATS 265 Benefit: Choose one mutation slot. you may have one adjacent creature take 1d4+1 points of acid damage. SAVAGE SPEED Prerequisite: Savage. At the end of an extended rest. the save is at -2. Rolling a natural 1 with this attack damages the gun. POOL OF RAGE Prerequisite: Savage. it cannot be fired again until after a short rest. you must pick a different slot. allowing you to equip an item in that slot. SAVAGE FEATS ALLURE OF DANGER Prerequisite: Savage. Each time. or feats which rely on that mutation cease working so long as it is off. Regardless of the size of the gun. VEHICLE PROFICIENCY Benefit: You are able to fulfill the role of "Pilot" or "Driver" for any technological vehicle. 11th level Benefit: As a minor action. natural weapons Benefit: Whenever you deal damage with a fighter attack power which causes ongoing weapon damage which a save can end. Using a gun in this way consumes no shots. Constitution 13+ Benefit: If you were inclined to be susceptible to radiation. 11th level. acid damage. 11th level. MERCENARY FEATS DEEPER GOUGE Prerequisite: Mutant. which is active. . You must be trained in the skill the technique uses. SPLASHING BOLT[POWER BOLT] Prerequisite: Power Bolt natural weapon. powers. such as armor or feet. Any abilities. you may spend 1 fury to pull your victim 1 square. TECHNIQUE TRAINING Benefit: You master two heroic techniques. when a creature has been hit by your power bolt. Benefit: The maximum rage you may have at any one time increases by two. your ancestors would have mutated. RESPECT MAH AUTHORITAH! Prerequisite: Scholar. you manage to avoid the worst of it by seeing it coming and getting out of the way. 11th level Benefit: You gain a +2 bonus on all saving throws against ongoing effects with the poison keyword. 11th level Benefit: You may use your Wisdom or Intelligence modifier in place of your Charisma modifier when making Intimidate checks. VIGOROUS ANGER Prerequisite: Savage. Benefit: Whenever you gain hit points from spending a healing surge. Each time you level. Encounter Immediate Interrupt Melee weapon Trigger: You or an ally in range is hit by a basic attack Target: The target of the attack Effect: The target gains a bonus to all defenses against the triggering attack equal to 1+your Intelligence modifier. How Predictable Applied Knowledge Power While you can't completely avoid the blow. 11th level. In addition. SCAVENGER FEATS ADDITIONAL TRAINING Prerequisite: Scavenger. 11th level. Benefit: You gain the How Predictable power. SCHOLAR FEATS BUILT UP IMMUNITY Prerequisite: Scholar. MASTER MECHANIC Prerequisite: Scavenger. 11th level. This doesn't count against the normal limits on gaining rage in a single turn. you gain a +2 feat bonus on all saves against slowed conditions a save can end. androids. you may use your staff's enhancement bonus as an . 11th level. This does not count as your retraining for that levels. you may switch this to a different power. Also. HOW PREDICTABLE [APPLIED KNOWLEDGE] Prerequisite: Scholar. 11th level. once per encounter. and a+1 to all defenses against attacks with the poison keyword. or cyborgs. ALGORITHMIC ANTICIPATION Prerequisite: Scavenger. your speed is reduced to 3.FEATS . This power gains the Reliable keyword. Benefit: The Scavenger may choose an additional Technical Training feature. Benefit: Select a Scavenger Encounter Attack Power you know. not 2. you also gain a point of rage. Applied Knowledge class feature. Benefit: You gain a +1 bonus to all defenses against attacks made by robots.PARAGON TIER FEATS 266 Benefit: When you are slowed. Sidestep Applied Knowledge Power While you can't completely avoid the blow. You may declare this after you roll but before the DM announces success or failure. 11th level. Proficient with Chainmail . Bluff.PARAGON TIER FEATS 267 item bonus to an Intimidate.FEATS . Benefit: You gain the You Won't Do That Again power. Trigger: The target is hit by an attack. you manage to avoid the worst of it by seeing it coming and getting out of the way. SIDESTEP [APPLIED KNOWLEDGE] Prerequisite: Scholar. Applied Knowledge class feature. Sudden Recall Applied Knowledge Power Wait a minute! I just remembered a useful trick for fighting these beasts! Encounter Minor Action Close burst 10 Requirement: Must be trained in the knowledge skill appropriate to the target. the power fails to recharge. Benefit: You gain the Sidestep power. If he succeeds. the creature grants combat advantage to all allies. GENERAL FEATS ARMOR SPECIALIZATION (TECH CHAINMAIL) x Prerequisites: Dex 13. YOU WON'T DO THAT AGAIN [APPLIED KNOWLEDGE] Prerequisite: Scholar. and you may slide the target one square. or Diplomacy check. You alert your companions so as to ruin its chances. Target: One enemy in burst. 11th level. If he fails. and he may not roll to recharge it the next time the opportunity arises. Encounter Immediate Interrupt Close burst 3 Target: Yourself or one ally in burst. SUDDEN RECALL [APPLIED KNOWLEDGE] Prerequisite: Scholar. Benefit: You gain the Sudden Recall power. Effect: The attack does half damage. Effect: Until the end of your next turn. 11th level. Applied Knowledge class feature. Encounter Immediate Interrupt Close burst 10 Trigger: An enemy in the burst recharges a power at the start of its turn. and all attacks against it score a critical hit on a 19-20. Applied Knowledge class feature. You Won't Do That Again Applied Knowledge Power It looks like the stormcroc is setting itself up to fire another torrent of lightning. Target: The triggering enemy Effect: The target creature makes a saving throw. the power fails to recharge. psychic. when you hit a creature which you hit on the previous turn. or psychic damage. ENEMIES ABOUND You're always ready for a fight. Special: You may take this feat multiple times.FEATS . poison. ARMOR SPECIALIZATION (TECH PLATE) Prerequisites: Con 13. SALT THE WOUND Requirement: You must be wielding a ranged weapon. Benefit: One target damaged by the attack is also dazed until the end of your next turn.. or thunder damage. WEAKENING BLAST Prerequisite: Power Blast or Power Burst which does blight.PARAGON TIER FEATS Benefit: You gain a +1 feat bonus to AC when wearing Tech Chainmail. Benefit: Once per encounter. IMPROVED FLIGHT Prerequisite: Limited Flight mutation power Benefit: Your flight speed increases to your Speed+2. Each time you do. You gain the benefit specified by the "Paragon Enhancement" line. Benefit: You do not grant Combat Advantage when you are surprised. Any other limitations or requirements remain in effect. Benefit: You do not need to have reached a milestone to gain the benefits of this effect. Each time. when you spend a healing surge to sustain the power.. and if you are missed with a melee attack while surprised. PARAGON ENHANCED MUTATION Prerequisite: Mutant. you may make a melee basic attack against the source of that attack as an immediate reaction. DAZING BLAST Prerequisite: Power Blast or Power Burst which does blight. Special: You may take this feat multiple times. it applies to a different greater mutation. Benefit: One target damaged by the attack is also weakened until the end of your next turn. Heroic Enhanced Mutation Benefit: Select one personal mutation of your level or lower for which you have taken the Heroic Enhanced Mutation. it lasts for two additional turns. Proficient with Plate Benefit: You gain a +1 feat bonus to AC when wearing Tech Plate. you may add your Dexterity modifier to the damage. In addition. ENHANCED GREATER MUTATION Prerequisite: You possess a greater mutation which has an additional or extended effect if you've reached a milestone. Proficient with Scale Benefit: You gain a +1 feat bonus to AC when wearing Tech Scale. . it applies to a different mutation. 268 ARMOR SPECIALIZATION (TECH SCALE) Prerequisites: Dex 13. Each time you do. EXTRA GREATER MUTATION Benefit: You may take a third greater mutation. LIGHT POWER ARMOR PROFICIENCY Prerequisite: Hide Armor Proficiency Benefit: You can wear light power armor. you must be carrying less than half your normal load. 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. TRUE FLIGHT Prerequisite: Improved Flight Benefit: You gain a flight speed equal to your speed+4. Special: You may take this feat multiple times. . To fly this way.FEATS . it applies to a different mutation. RAPID MUTATION Prerequisite: Unstable Mutation.EPIC TIER FEATS 269 EPIC TIER FEATS GENERAL FEATS EPIC ENHANCED MUTATION Prerequisite: Mutant. HEAVY POWER ARMOR PROFICIENCY Prerequisite: Plate Armor Proficiency Benefit: You can wear heavy power armor. This still counts against the total number of daily item powers you can use. You gain the benefit specified by the "Epic Enhancement" line. Con 19+ Benefit: You may activate or deactivate a mutation following a short rest. Paragon Enhanced Mutation Benefit: Select one personal mutation of your level or lower for which you have taken the Heroic Enhanced Mutation. though it may include items which are on the "bleeding edge" in a state more advanced and reliable than they are now. the stuff we have around us now. incredibly efficient batteries. Tech is further divided as follows. all meet and mingle in the exciting World Of Tomorrow! Here's a guide to them. but which we can at least theoretically describe. Armor to keep you safe. weapons to kill your enemies. ultra-light armor. By default. LOW TECH Either items made using the resources of the post-apocalyptic world. STANDARD TECH This has no additional keyword. Laser weapons. this game isn't called Capitalists & Keynesians) in the DMs section.INTRODUCTION 270 Equipment The tools of the trade. This can include a Smith & Wesson Revolver or a modern assault rifle. in other words. for purposes of Earth Delta. a bicycle or a combat helicopter. Such items do not have the "Tech" keyword and are not affected by anything which specifically targets such items. Advanced weapons from the distant future. The DM will determine what. even artificial intelligence. It is technology far beyond that which we currently possess. and so on. THE "TECH" KEYWORD Many items have the keyword "Tech". if anything. HIGH TECH Often marked as "H" or "High". hovercars. which. materials which can endure the elements for centuries but still function. and new creations. and currency in Earth Delta is discussed in detail (but not too much detail. technologically primitive but quite deadly. everything works just like it does in the core rules. ECONOMICS The nature of economics.. is changed. It's just "Tech". INTRODUCTION The world of Earth Delta is one where stone knives and bear skins exist alongside plasma rifles and power armor -. all of these are under High Tech. in early 2010). trade. or items made using old techniques which have rediscovered or were preserved by survivalists. Normal tech is technology from the 19th to 21st centuries. . cyborg parts. TYPES OF TECHNOLOGY For purposes of easily allowing DMs to "tune" the world of Earth Delta to their own tastes. and assorted other things as needed. means anything from roughly the early 19th century to the extremes of the unknown era when the Earth ended. too. It doesn't include anything beyond our current theoretical manufacturing capabilities (as of this writing.possibly wielded by the same character. This indicates the item is a product of advanced technology. anachronists.. relics from the Industrial Age made suddenly much less obsolete.EQUIPMENT . Futuristic but plausible technology. Much like magic items. or part of a hand-cranked weapon system. An item with this tech level is not considered to be "technological" armor for any rules purposes. and then. "Healing Rays". Determining precisely what a device does can be modeled by many different skill challenges.EQUIPMENT ." If you like this style of play. notes. HANDY TECH LEVEL GUIDE On the equipment charts.. there it is. However. It is quite possible that you will greatly disagree with me over what kind of tech is "Ultra" and what is merely "High". One thing modern games try to get away from... "Well. or increased if it's complex or if it will respond slowly. patiently waiting for their orders? On the other hand. have fun with it. Tech just works. or did you call for an airstrike from still-orbiting drones. but I don't. of course. This is the "Tell me how you're disabling the trap" or "Which button do you push on the gun. This is perfectly fine. Is that a bicycle. that spring didn't control the poison needle. such sufficiently advanced technology that it is thus indistinguishable from magic. don't worry about it. Ultra Tech.. In other words. Same as in core Fourth Edition for rules purposes. It can be translated as follows: L Low-Tech. T H U "Standard" Tech. and so. you're dead!" mechanic. You're dead. "Common" before the Cataclysm. I don't care. not the character's skill. Gravity grenades. a quick guideline you can use to decide what to include and what not to include. you just blew it up in your face. change it around. TECHNOLOGY USE SKILL CHALLENGE Difficulty Level: As the item being examined. The various tech flavors. and usually ends with. and options are there as an aid. Anti-gravity metals. Rare even for the Ancestors. Teleportation beams. 19th to early 21st century tech. . you will see a column labeled "TL". is the "Ha ha. Here is a "typical" template. This is "Tech Level". and this may displease some of the old-schoolers. Part of the joy/appeal/fun of Post-Apocalyptic roleplay is the sense that what is familiar to us is mysterious to our characters. USING TECH On the simplest level. each passing round represents five minutes or so of fiddling. depending on what you set it to? Did you just try to open a long-vanished garage door. you guessed wrong. Time Required: Generally. Psionic weapons. science-fantasy. You may also prefer an Earth Delta which doesn't even pretend to consider how something works. or both.THE "TECH" KEYWORD 271 ULTRA TECH This is marked as "(Ultra)".. This is most often exemplified by asking the player to solve problems using his own knowledge. basically. you can identify any tech item during a short rest. just missing a few parts? A flashlight or a laser. there's an alternative between "You find a Laser Pistol and four ration kits" and "Should have picked the green button. High Tech. Technology which borders on magic. you're wrong. the green one or the blue one?" style of DMing." This is the Skill Challenge.. Medieval. and just focuses on whether it blows stuff up real good. Ultra tech is. ignore it. Mix it up. This can be reduced if the item is very simple. There are no special rules or modifications. the device may be drained of charges or ammo. no matter the number of successes needed. three failures is all you get. or the party takes damage using the chart on P. of course. it will have been slightly damaged during the process. we're supposed to set this knob to on!") Third Failure: Well. Thievery is useful for manipulating fine controls or deactivating security features. These weapons are sometimes found in the ruins. Consequences of Failure: As per the revised and upgraded rules. The PCs can't get a grip on what the item is. Even if the device is correctly identified. any interpersonal skills.EQUIPMENT . This will clear up after the item has been equipped and used for at least two encounters. for very complex or very dangerous items. or perhaps whoever the PCs took it from have friends. Complexity: For simple tools with little chance of harm. and command high prices. if the device is big and heavy and needs parts shoved into position. for most weapons and armor. Alternatively. Perception can notice small changes to a readout or a hidden switch that might unlock functionality. Limited" column on Page 42. very. athletics might be useful. and they have the following properties: +1 enhancement bonus to attack and damage. doing damage as per the "High. +1d6 damage on a critical hit. that didn't work. The cost for any "Advanced Materials" weapon is 620 gp. 4. for anyone else who uses it. wrong. and leading his friends there. no magical weapons are available.perhaps it signaled a robot guardian. This may result in a -1 penalty to attacks and damage. this means they were tampering with something way beyond their level. the PCs manage to score three failures and zero successes. or something else appropriate. 2. such as Bluff and Diplomacy. reduction in range. HIGH-TECH WEAPONS AND LOW-TECH MUTANTS PRIMITIVE WEAPONS AND ARMOR All of the non-magical and mundane equipment listed in the weapons and armor section of the PHB is considered to be widely available at most settlements of any size. While the DM may create custom skill challenges as needed. 3. except that. they did something very. It may simply be broken beyond repair. When dealing artificially intelligent devices.HIGH-TECH WEAPONS AND LOW-TECH MUTANTS 272 Skills: Technology is the most obvious skill. as well. the inability to access a power. and the only types of masterwork low-tech armor available are those listed in the section starting on page 274. this means you gave them ample warning they were in over their heads. Usually. Difficulty: Most skill DCs should be Hard. as a general guideline: First Failure: The character who scored this failure is going down the wrong path. Weight is reduced by 20% (this does not grant any properties or change a heavy blade to a light blade. The DC of whatever skill he used (secretly) increases by 2. The device may explode. Rarely. It may trigger an encounter -. can come in handy. They can try again after an Extended Rest. somehow. ("Oh. Second Failure: Something is going horribly wrong. History is important both for understanding old technology and knowing of tales and legends of similar devices.) . Extreme Failure: If. 42 of the DMG. and. Advanced Materials Many "replica" or "hobbyist" versions of ancient melee and ranged weapons were made during the years Before Cataclysm. if you're a good DM. The additional "plusses" it can acquire do not represent mystical enchantments. and perhaps some properties. of course. This represents the fact that compared to a 20th century handgun or a medieval crossbow. they shouldn't). The DM is welcome and encouraged to make up cool high-tech names for weapons. though they are not magical and use the Technology power source. or simply if he feels all guns should be available at all bonus levels. and it does +1d6 lightning on a crit. Guns straddle an interesting divide between "weapons" and "items". unlike most simple weapons. it is "out of the box" a better weapon. internal balance and aiming mechanisms.EQUIPMENT . 273 The weapon gains the Tech keyword. A generic laser pistol has a minimum enhancement bonus of +2. and he says. The DM is free to ignore this. GUNS Guns are important in Earth Delta. (See "What the heck is a +4 Laser Pistol?" on page 273. Within each broad category of gun. that is intended as a guideline for when such weapons should be introduced to play and as an implication of rarity. The enhancement bonus applied to technological items represents a mix of advanced materials. i. the enhancement bonus and critical effect override those of the "Advanced Materials" property. has a default damage die ([W]). which make them useful for characters who normally would not use items as weapons. of course. However. such as a broadsword. A typical weapon..HIGH-TECH WEAPONS AND LOW-TECH MUTANTS Range for ranged weapons is increased by +5/+10. he might say. In such cases. for example. within the game world. there are many levels of quality.) Guns also tend to have unique properties or even grant special attacks. The "Minimum Enhancement Bonus" column shows the recommended minimum enhancement bonus. superior construction. it's a +4 Accurate Laser.a gun may be Accurate." Then the players look at him and sigh. and they may well be enhanced as if they were normal weapons -. but enough of one. Some modifications are listed as applying to "Melee Tech Weapons"." Rather.) GUNS. Those who have them have an edge on those who don't -. A typical weapon slot item is an enhancement on such a weapon. but no special training or skill is needed to wield the weapon effectively if the character is proficient in the "base" weapon. guns are not commonly found and cannot be manufactured in smaller towns and villages.) Guns are easy to use and are considered Simple Ranged Weapons. or just a low quality one. The reduced weight and increased base range properties remain. For game purposes. a +3 Electrified Mace is +3. Are you happy now?" . (The benefits granted by these properties are so slight that I have little fear of imbalance in crossover games. (A "Mutants and Magic" game may have actual magic guns. guns are considered a type of magic item. "You've found a Dichronic Defense Systems VR-19 Multichromic Pulse laser pistol. whether it's technological or magical.perhaps not an overwhelming one. represented as a basic enhancement bonus.e. "Fine. especially when one factors in all the various mutant powers which abound. not +4. but improved technology. for example. Guns have a "baseline" type which provides a damage die. and even the largest postCataclysm cities can make only primitive firearms from scratch. making it a flaming broadsword. "WHAT THE HECK IS A +4 LASER PISTOL?" The use of "magic item" terminology for non-magical weapons and other gear may be off-putting for some. and use a lower enhancement bonus to represent a more worn weapon. no one will describe a weapon as "+3". Enjoy. (At the least. with neuro-link target locking mechanisms. GUNS. not just say "It's a +4 Accurate Laser. often at-wills. However. and overall quality. This is easy enough -. more than being a model for how far you can fire under optimal conditions. a laser pistol has a range of 20/40/80. However. Enh. Bonus 0 0 +4 +4 +6 +6 Min. Attacks with the laser pistol at targets from 41 to 80 squares are made with a -4 penalty. relative to the "real world". and beyond the finances of a starting character. Enh. but it's still hard to hit a moving target far away. I CAN HIT IT" Arrows and crossbow bolts lose their energy much faster than bullets and beams do.use the cost given for +0 in the description of the gun type. "IF I CAN SEE IT. in an often rugged environment with many small things to block line of sight. reflect the chaotic nature of combat with mixed melee and ranged combatants.EQUIPMENT . Attacks in this bracket take a -4 penalty. Thus. especially there's a frothing bloodger ten feet from you and getting ready to charge. appearing sometime after first level as "+1" items. or from a "Morrow Project" type setting. Check -1 -1 -1 Check -1 -1 -1 Check -1 -1 -1 Check Speed -1 -1 -1 Speed Speed -1 -1 -1 Speed Price 25 150 Special Special Special Special Price Special Special Special Special Special Special Price 100 Special Special Price Wt 1 lb 4 lb 2 lb 5 lb 2 lb 5 lb Wt 8 lb 12 lb 9 lb 13 lb 8 lb 8 lb Wt 30 lb 25 lb 25 lb Wt Table 17 Cloth Armor Table 18 Leather Armor Table 19 Hide Armor . This may not be your desired goal. all guns have a third range bracket. Perhaps the PCs are from an area where old weapons were well stockpiled. as an optional rule. equal in size to the second bracket. WEAPONS AND ARMOR ARMOR TL H H H H H H TL T T H H H H TL L L L TL Cloth Armor (Light) Plascloth Metal Weave Filamented Plascloth Carbonized Metalweave Bonded Plascloth Fused Metalweave Leather Armor (Light) Kevlan Flexplas Deep-Studded Kevlan Reinforced Flexplas Diamondback Adaptive Flexplas Hide Armor (Light) Backed Hides Treated Hides Livesteel Hides Chain Armor (Heavy) Armor Bonus +1 +2 +2 +3 +3 +4 Armor Bonus +2 +3 +3 +4 +4 +5 Armor Bonus +4 +5 +6 Armor Min. Bonus +4 +6 Min. Bonus +1 +1 +4 +4 +6 +6 Min. even relatively mundane handguns (those using 19th-21st century ballistic technology) are uncommon. The relatively short ranges for guns.WEAPONS AND ARMOR 274 THE SECOND AMENDMENT OPTION By default. Enh. Fused Metalweave is found only in heavy manufacturing centers. Flexplas includes high-impact plastic sheets. Adaptive Flexplas consists of memory plastics which mold to the wearer. It has strands of several different high tensile strength alloys fused together on a molecular level. Enh. allowing heavier armor to be used without further hindering mobility. but very light. Backed Hides: Thick hide from mutant beasts. Reinforced Flexplas adds in strips of light metal and refractive coating. Carbonized Metalweave wraps chains of carbon fibers around the metal. Metalweave is fabric made of high-strength fibers. This armor does not have the Tech keyword. which gives it a distinctive shimmer. but it's still light enough that almost anyone can use it proficiently. It is slightly inflexible. as it was never meant to be worn. Bonus +1 +3 +4 +4 +6 +6 Min. very heavy. rendering it almost impossible to tear. Diamondback is Kevlan covered over with crystallized carbon. Bonus +0 +4 +5 +6 Check -1 -1 -1 Check -2 -2 -2 -2 Speed Speed -1 -1 -1 -1 Special Special Special Special Special Special Price 45 Special Special Special Special Special Price 60 Special Special Special 275 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 Table 20 Chain Armor Table 21 Scale Armor Table 22 Plate Armor Plascloth is made from common plastics left in bulk after the Cataclysm. Bonded Plascloth consists of several thin layers of plastic whose molecular bonds have been artificially strengthened.WEAPONS AND ARMOR H H H H H H TL L H L H L H TL L H H H Plasteel Links Bioreactive Wire Fractal Plasteel Links Tensile Bioreactive Wire Resealing Plasteel Links Spiraled Bioreactive Wire Scale Armor (Heavy) Piecemeal Diamagon Wastelord Hexadiamond Ruin Master Edged Diamagon Plate Armor (Heavy) Chitin Carbiplate Military Carbiplate Elite Carbiplate Bonus +6 +6 +9 +9 +12 +12 Armor Bonus +7 +7 +10 +10 +13 +13 Armor Bonus +8 +8 +11 +13 Enh. Filamented Plascloth is interwoven with filaments of extremely strong material. though. There were many variations to serve specialized needs. Treated Hides consist of hides which have been soaked in various chemicals to make them tougher and more . too heavy to use for a full suit. improving defense but hindering mobility. Deep Studded Kevlan embeds ultra-high-density plastic studs through the material to deflect bullets and disperse impact. Enh. It is strong and tough. but which adds considerable protective value. Kevlan is a type of armored cloth which was often used by personal security personnel.EQUIPMENT . Bonus +4 +4 +5 +6 +6 Min. It had many industrial uses. but has become a source of defensive material. a guy with a six shooter. there's a fundamental genre convention that the guy with a laser. Carbiplate armor is among the heaviest non-powered armor commonly found from pre-Cataclysm days. This armor does not have the Tech keyword.without this turning into gun porn (Not That There's Anything Wrong With That) or making guns too overpowering. usually the commanders of those units given military carbiplate. such as Rapid Fire feats. Tensile Bioreactive Wire is made of stronger material that deforms and reforms without losing strength. . and others who needed protection more than mobility. Edged Diamagon has each small plate fitted with an edging of molecularly bonded titanium. While somewhat lighter than properly-forged scale armor. Bioreactive Wire: Somewhat akin to plasteel links. Hopefully. WEAPONS There are several new properties for weapons. they are a mix of metals and plastics from a dozen sources. Elite Carbiplate was never issued in mass produced units -. commando troops. accelerating his motions and granting him +1 Reflex Defense. It was worn by elite SWAT units. Hexadiamond has small wire hexagons of carbon nanotubes reinforcing each plates. Wastelord armor is made of the better scraps and castoffs -. Load (Number) Weapons with this property load slowly.WEAPONS AND ARMOR 276 resilient. It is made of glimmering sheets of crystal. bioreactive wire attunes itself to the wearer's life energy field. Plasteel Links: This armor. they will not complicate things too much. giving them the flexibility of leather and the toughness of steel. Chitin armor is post-apocalyptic armor made from the exoskeletons of giant insects. It is slightly lighter than metallic plate armor. Fractal Plasteel Links use a unique structure to enhanced the strength of each link. No two "suits" of piecemeal armor look alike. Livesteel Hides are harvested from rare creatures whose skins consist of living metal. and a guy with a longbow are equally deadly. similar to primitive chainmail in design but made of advanced lightweight composite plastics. Some feats. As unrealistic as it may be.each suit of elite carbiplate was given to a particular soldier or agent who had distinguished himself time and again.a pistol isn't a bow that goes "boom" -. Piecemeal armor is favored by wasteland dwellers who strap any old hunk of metal to their skin in the hopes of warding off damage. such suits are also notably unwieldy and their ramshackle construction can hinder fine movement. and grants +2 to Reflex Defense. Resealing Plasteel Links can reconnect after damage to minimize any overall loss of protection. Shots This is how many attacks can be made with the weapon before it needs to be reloaded. It's important for me to make guns and lasers and what-not mechanically distinct from bows -. Ruin Master armor is composed of the finest bits of junk imaginable.EQUIPMENT . Diamagon is armor from before the Cataclysm. was commonly used by security and riot police prior to the Collapse. perfectly cut and fitted to interlock and slide over each other. including the plating of warbots and scrap pieces from other high-tech armors. adapting to each user's body shape effortlessly. Each time you roll the attack die.higher tech metals and scraps of industrial plastic. Spiraled Bioreactive Wire twines the bands around each other for maximum durability. Surviving suits are highly prized. Military Carbiplate was limited to the top soldiers within the top units -the best of the best. The number is the number of full turns. cause you to consume more shots per attack roll. you consume one shot. but if you hit them. Slug ammo can be used with any attack which can be used with a ranged gun. A shotgun can be used in two modes. Weapon Requirement: You must be wielding a shotgun loaded with shot ammo.0 lbs Group Light Blade Light Blade Properties Attach Attach 2 Table 23 Simple Melee Weapons . SIMPLE MELEE WEAPONS TL L L Weapon Small Bayonet Bayonet Prof +3 +2 Damage 1d6 1d8 Price 5 gp 10 gp Wt 0. Rapid Fire This weapon is capable of rapid fire. the longer load time is a much less severe impediment than it would be with a bow. but not both. A weapon with Attach 2 can only be affixed to a 2-handed gun. Agile This weapon is small and light. By default. The upshot ? (Pun intended) You take a risk using a shotgun when someone is adjacent to you. a player declares what he's loading when he loads the gun (a minor action). generic shotgun ammo is "either". Armor Class Hit: 1[W]+Dexterity modifier damage. characters gain no proficiency bonus when using them unattached.WEAPONS AND ARMOR Load Standard. The shotgun is considered to have the Brutal 1 property against adjacent creatures. or the shotgun's enhancement bonus. Shotgun Blast Basic Attack Is there anything better than filling some ratman's face with buckshot? You sure hope not. SHOTGUNS Shotguns in 4e are a bit interesting. The character is considered to be wielding both a melee weapon and a ranged weapon for all purposes. as per usual. slug and shot. Such weapons are not designed to be used without being attached. reroll it and apply the result to adjacent creatures. It can be used with rogue powers which permit a hand crossbow.EQUIPMENT . The range listed is for slug ammo. Shot ammo can be used only to make a special kind of basic attack. Attach The weapon can be affixed to a gun.5 lbs 1. Standard Action Area blast 3 within 1 Target: All creatures in blast Attack: Dexterity vs. If there are non-adjacent creatures hit. See feats with the [Rapid Fire] tag. This increases to 2[W]+Dexterity modifier damage and Brutal 2 at 21st level. At-Will Technology. Move 277 This is the type of action required to completely reload the weapon. (Roll damage once. they take that damage. Please note that since most high tech weapons have magazines which hold multiple shots. which allows the weapon to be used in melee without putting down the gun. If the damage roll would be re-rolled due to the Brutal 1 property.). Special: Scavengers may apply their implement enhancement bonus to attack rolls and damage rolls. you will likely hurt them pretty badly. Load Standard Rapid Fire.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. En.5 lbs 3 lbs 2.High Crit Agile. Rapid Fire Brutal 1.5 lbs 1.5 lbs 1. Load Standard Agile Rapid Fire Brutal 1 Agile. Load Standard Brutal 1. Load Standard Energy High Crit.5 lbs 15 Laser L Musket +2 +0 20/40 30 gp 4 lbs 1 Ballistic Load 3 Table 24 One Handed Simple Guns TWO-HANDED GUNS TL Weapon T T H H Shotgun Heavy Rifle Laser Rifle Blaster Rifle Prof Min. Load Standard Energy Rapid Fire. Agile.5 lbs 4 lbs 0.5 lbs 3 lbs 8 2 10 10 12 10 4 15 Ballistic Ballistic Ballistic Laser Laser Laser Laser Laser Load Standard Rapid Fire.EQUIPMENT . Bonus +1 +1 Damage Range Price Wt Shots Group Properties T T Revolver Semi-Auto +3 +2 1d8 1d8 30/60 30/60 See below See below 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 20/40 10/20 30/60 40/80 40/80 30/60 20/40 40/80 See below See below See below See below See below See below See below See below 1.5 lbs Group Light Blade Properties Attach. Load Standard Ballistic Rapid Fire. Load Standard . En. High Crit MILITARY MELEE WEAPONS TL L Weapon Advanced Bayonet Prof +2 Damage 1d8 SIMPLE RANGED WEAPONS ONE-HANDED GUNS TL Weapon Prof Min. High Crit U Snub Blaster +2 +2 20/40 See below 1. Load Standard Agile.WEAPONS AND ARMOR 278 Price 15 gp Wt 0. 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. but otherwise have most of the properties of a laser. "God did not make all men equal. target must make a saving throw each time he wishes to take an opportunity or immediate action. target takes 3 ongoing damage per plus. They rely on ammunition in the form of individual bullets or clips.WEAPONS AND ARMOR T Light Rifle +2 +2 1d10 40/80 1800 (120) gp 3 lbs 8 Table 25 Two-Handed Simple Guns 279 Ballistic Rapid Fire. Intelligence. 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. "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 Table 27 One Handed Laser Weapon . unless deafened. and anyone within a burst 20 of a gunshot will hear it on a DC 0 Perception check. Weapon Standard Action Ranged weapon Requirement: Must be wielding a 1-handed ballistic weapon Target: One creature Attack: Dexterity. even if they were mostly collector's items in the world preCataclysm. Effect: Until the start of your next turn. Blasters include a secondary stream of highly-charged particles along with the laser beam." 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 Table 26 One Handed Ballistic Weapon Enhancement: Attack rolls and damage rolls Critical: In addition to any other critical effects. 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. or Wisdom vs. Laser guns fire a stream of energy in a wide range of possible color. At-Will Technology. or Wisdom modifier damage. Ballistic weapons are generally noisy. sometimes emerging as a solid beam and sometimes as discrete pulses of light. Many ballistic guns are relatively easy to maintain with simple tools. Intelligence. which makes them fairly common in Earth Delta. AC Hit: 1[W]+Dexterity.EQUIPMENT . Sam Colt did. Special: You may use this power at any point in the target creature's move. Property: Someone with the gunfighter feat gains access to the following power: Stopping Power "Stop or I shoot. 3 ." (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 Table 28 Two Handed Ballistic Weapon 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. Armor Class Hit: 1[W] Dexterity. flesh below. Reflex Hit: 1[W]+ 1/2 Dexterity. In case anyone's wondering. The target stops in the square he was in when you used the power. and the creature stops moving.. it's to balance this against the Rogue at-will "Precise Strike". or Wisdom modifier damage. 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. but is usable at range and with weapons which tend to be higher [W]. Laser.3 Laser Attack Power "That rifle on the wall of the laborer's cottage or working class flat is the symbol of democracy. Intelligence.WEAPONS AND ARMOR Enhancement: Attack rolls and damage rolls 280 Critical: In addition to any other critical effects. or Wisdom modifier damage. Intelligence. semantics.. Intelligence. This costs a feat. 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. target is dazzled and suffers a -2 on all ranged or area attack rolls until the end of his next turn. Requirement: Must be wielding a 2-handed ballistic weapon Target: Triggering creature Attack: Dexterity. tasty. Weapon Standard Action Ranged weapon Requirement: Must be wielding a 1-handed energy weapon Target: One creature Attack: Dexterity. provided they are within 5 squares and not adjacent to you.EQUIPMENT ." Ballistic Attack Power At-Will Technology. Intelligence. or Wisdom vs. stop and I shoot. why "1/2". At-Will Technology. or Wisdom vs. It is our job to see that it stays there. Well. At-Will Laser. or Wisdom vs. A miss still consumes two charges. Agile. Weapon Standard Action Ranged weapon Requirement: Must be wielding a 2-handed energy weapon Target: One creature Attack: Dexterity. 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. MILITARY RANGED WEAPONS ONE-HANDED GUNS TL Weapon T T Revolver Semi-Auto Prof Min. Armor Class Hit: 1[W] Dexterity. maybe the thunking noise the target makes when he flops to the ground with a charred hole in his chest. or Wisdom modifier damage. or Wisdom modifier damage. and the weapon gains the Brutal 1 property. Load Standard T T Snub Pistol Sawed-Off Shotgun +3 +2 +1 +1 1d6 1d10/2d6 20/40 10/20 1. Technology. Bonus +3 +1 +2 +1 Damage 1d8 1d8 Range Price 30/60 30/60 360 (40) gp 360 (40) gp 360 (40) gp 360 (50) Wt 3 lbs 2 lbs Shots Group 6 12 Properties Ballistic Load Standard Ballistic Rapid Fire. If it is already Brutal. which must be spent before the attack roll is made." 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 281 Table 29 Two Handed Energy Weapon Enhancement: Attack rolls and damage rolls Critical: In addition to all other critical effects. Miss: Dexterity. Load Standard Ballistic Rapid Fire.5 lbs 3 lbs 8 2 Table 30 One Handed Military Guns . etc). This requires two charges from the gun.EQUIPMENT . the value increases by 1 (So Brutal 1 becomes Brutal 2. En. Intelligence.WEAPONS AND ARMOR "Phased plasma rifle in the 40 watt range. Intelligence. a critical hit ignores resistance to the weapon's damage type. Intelligence. Load Standard Ballistic Agile. the mundane (non-magical. 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 1.EQUIPMENT . range. and so on. Rapid Fire Brutal 1. and scavenged gear from the past. or it might be made of fireproof triple-helix carbon fibers and inscribed with the rune of "Nike".5 lbs 1. En. If desired.0 lbs . and have Resist 1 (All). mechanically. GENERAL GOODS TABLE Item Ballistic Ammunition (50 shots) Eternal Light Fuel-Grade Alcohol Price 50 gp 100 gp 10 gp/gallon Weight 1 lb 2 lbs 5.5 lbs 3 lbs 1. Load Standard High Crit. strength.5 lbs Shots Group 10 10 12 10 4 15 15 Properties Ballistic Brutal 1. En. Load Standard Energy Energy Rapid Fire. weigh 3/4ths as much.5 lbs 4 lbs 0.GENERAL GOODS AND GEAR 282 SUPERIOR RANGED WEAPONS ONE-HANDED GUNS TL Weapon T H H H H U U Heavy Pistol Laser Pistol Milspec Laser Pistol Heavy Laser Pistol Holdout Laser Blaster Snub Blaster Prof Min.5 lbs Shots Group 8 12 15 Properties 1800 (150) gp 50/100 1800 (400) 40/80 1800 (500) Ballistic Rapid Fire. non-alchemical) items listed in the 4e PHB can be found in most larger communities. These can include a mix of new items made using rediscovered techniques. Bonus +2 +1 +3 +2 +2 +3 +2 +2 +2 +2 +2 +1 +2 +2 Damage 1d8 1d8 Fire 1d8 Fire 1d8 Fire 1d6 Fire 1d10 Atomic 1d10 Atomic Range Price 30/60 40/80 40/80 30/60 20/40 40/80 20/40 360 (40) gp 1800 (60) gp 1800 (60) gp 1800 (60) gp 360 (60) 1800 (70) gp 1800 (70) gp Wt 2.High Crit Agile. Load Standard Energy Agile Energy Energy Energy Energy Energy Rapid Fire Brutal 1 Agile. are increased by 10% (round up). A backpack might be made of tanned hide. by adding the recovered property. Load Standard Table 32 Two-Handed Superior Guns GENERAL GOODS AND GEAR Generally. High Crit Table 31 One-Handed Superior Guns TWO-HANDED GUNS TL Weapon T H H Heavy Rifle Laser Rifle Blaster Rifle Prof Min. Recovered: This item was pulled from the ruins and is overall superior to anything which can be made today. Any numerical values for duration. Recovered items cost three times the listed price. such mundane items from the past can be given a bit of an edge. above. if you want to do it. Bullets are still a lot more expensive than arrows. this dense collection of synthetic chemicals packs a full days nutrients (and hunger suppressants) into a tiny package. Many still count as "Wondrous Items". except that it will not play its message for anyone but the speaker of the correct password. or both. a vision cube. That joke's too lame. though usually it is a small object about the size of a D20. to provide a semi-steady supply.0 lbs Milspec Ration Pack 25 gp/day 0. Milspec Ration Pack: The armies of the world pre-Cataclysm needed to eat! While not particularly appetizing. Obi-Wan Ke. Stronghold Guards often carry these items to use when quelling fires.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. Ballistic Ammunition: Bullets! These can be used in any gun from the ballistics group. or a dozen other fanciful names. (The price assumes that ammunition is fairly common and that reloaders are in use. This small device will allow the user to capture three-dimensional images into a holochip. it glows as brightly as a torch. See Vehicles.1 lbs Secured Holochip 180 gp 0. the actual data storage is almost negligible. as the saying goes. Nonetheless. and in several levels of quality and intensity. These words are "Set Password" and "Lock".. even for me. which can then be replayed without need of the recorder. sometimes called an image crystal. for special words of power in the tongue of the Ancestors must be spoken to command the guardian spirits woven into the device. blowing up. It can store up to 10 minutes of holographic message created with a holorecorder.. though it produces no heat.. None of this is absolute. It can be turned on or off as a minor action. below. you're better off driving it. is a crystalline object about an inch square. never mind. Rarer items.. but ideal for anyone who needs to travel far and travel light. of course -.01 lbs The items listed here are very common tech items. recovered by daring explorers. which can be deadly in primitive towns made of wood and straw. A secured holochip functions just like a normal holochip.EQUIPMENT .01 lbs Holorecorder 360 gp 1. Probably. Holochip: A holochip. though. Expensive compared to redbeak jerky. It takes a good deal of work to distill and purify alcohol sufficiently to power a vehicle without it breaking down.. which comes in a variety of shapes and colors. It remains bright for eight hours for each hour of direct sunlight it has been exposed to. The focal point of the recorder is a Blast 2 within 5.) Eternal Light: This device comes in many forms.GENERAL GOODS AND GEAR 283 Holochip 30 gp 0. and holds up to 24 hours worth of light (three hours of charge time to full capacity). Secured Holochip: Some training is needed to use these devices. tracking different calibers and quantities is beneath the granularity level of the game system. produced in such vast quantities before the Cataclysm that they can be found in most larger towns and marketplaces. The bulk of the mass of the holochip is its playback and power-generation functionality. I mean. it shouldn't be hard. which were produced in smaller numbers or are horded and rarely found for open sale. When touched in a particular way. Fuel Grade Alcohol: "Drink it or drive it!". Fire Suppression Foam: This foam comes in pellets about an inch long and a half inch thick. Holorecorder: Help me. It's assumed you're buying the right ammo for your gun. . page 342. are listed among Wondrous Items. Simply put. so they are defined as such. true. properties. and anything which keys off Arcane. AND MORE There's a number of weapons in Earth Delta which have effects beyond normal damage. which already has one. so it does 1d8+2 and has a total to-hit bonus of +4 (+2 proficiency and +2 enhancement) You might also find an Accurate laser. etc. It only goes up from there. the same item. Someone with Arcana will detect no magic coming from them. It must be noted. which does damage. but it has the same range. or perhaps a Large Capacity laser. This is the base modification. STUNNERS. As with core Fourth Edition rules. can exist in both Tech and non-Tech versions. While most of the items here are the relics of the Ancestors. arm. For example. NEW RULE: STACKABLE MODIFICATIONS Some modifications are noted as being stackable. TECH ITEM DESCRIPTIONS Unmodified. and powers are not magical. For example. or Primal energies will not react to or affect Tech items. and they do not have the "Tech" keyword. that despite using the mechanics and terms of magic items. mechanically. as the Heavy Laser Pistol. weight. and cannot be "stacked" with tech items.EQUIPMENT . This generally does not apply to items which grant incombat Encounter or Daily powers. shots. etc) and have very similar functions and rules. Unless otherwise noted. of course. Sometimes. though. these bonuses. The "minimum enhancement bonus" represents the fact that even the cheapest armor issues to the pre-Cataclysm equivalent of mall rent-a-cops is far superior to the best armor a blacksmith can make from hand. non-Tech versions of items cannot be of Poor Quality (and this cannot have Faulty effects). with is a +2 weapon. hands. an Omega Pistol may be a Heavy Laser Pistol with the +4 Omega Beam modification -. generic. you cannot find a version of it with a lower enhancement bonus. recovered from ancient ruins or hidden vaults. You may find a +1 Accurate revolver. weapon. Sonic stunners can render a foe unconscious. some are actually new creations that make use of the many mutated body parts which can be scavenged. choose the highest level. the following steps are performed: Select the highest-level non-stackable modification. Thus. usually a weapon or armor. No stacked modification may be higher in level than the base modification. I have decided that the simplest way is to treat them as "modifications" which change the damage type and other aspects of the weapon. This means this modification can be added to an item. and at the moment. OMEGA BEAMS. you can plonk down your 1800 gp worth of barter and get a laser pistol. If all modifications are stackable. . Weapons with no "base" listed here have the properties noted above (see above on page 278). If a weapon has a minimum enhancement bonus. The "non-tech" items are called out as appropriate. in the standard equipment table. if you can find one for sale. buy-them-off-the-shelf version of high-tech weapons and armor are listed above. Divine. all lasers are +2 or better. When creating a weapon with stacked modifications. you will not find a +1 Accurate laser.it does Blight damage instead of Fire damage. I have waffled a great deal about how to handle "special effect rays".TECHNOLOGICAL AND OTHER ITEMS 284 TECHNOLOGICAL AND OTHER ITEMS INTRODUCTION This section details the "magic items" of Earth Delta. The basic rule of 4e is that you pick a weapon. and then you give it an enchantment which grants special properties and powers. The infamous Omega Beam can kill a man dead with a single shot. tech items are organized by the slot they occupy (armor. 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.800 gp and is considered "sixth level" when using the guidelines for awarding treasure. hard. (With this system. the expected Armor Class bonus for relatively low cost. and so on. if a "faulty" condition removes a resistance. and so on. It is considered fifth level when determining its enhancement bonus. it cannot be stacked with any other armor grants resistance as a property. The weapon does not increase in level in any way. If a "faulty" condition lowers the damage of a weapon. equipping a high level character. Faulty armor typically has reduced protection but remains mostly intact. If a fault effect is triggered. the item cannot be found in poor condition. (Thus. Thus. Both of the above only apply if the die roll "stands" -. that some items do not quite work as designed.thus. creating magic items. Many of the items listed here have a "Faulty" line in their description block. and "repaired" by a hyperactive mutant badger with vision problems. then. NEW RULE: FAULTY ITEMS It's been a long. worn. A faulty item is one level lower than a working version . for example. A secondary function is to allow for a wide variety of guns and armor to exist with different traits. road since the Cataclysm. is affected by resistance. including level-based effects. Damage done by Faulty equipment. especially non-combat properties. etcetera. save that provided by the faulty item itself. this affects the damage roll about to be made. you can make an Accurate Ornate weapon. It's easy to insert some doubletalk about how differing material to stop differing damage types cannot be easily worked together. the value of any level-dependent properties or powers. a faulty +4 Omega Beam weapon is level 18 and costs 85000 gp. such as Anti- Rad armor. a fifth level weapon with one stacked property costs 1. Many things have been damaged. FAULTY Faulty weapons are triggered when a natural "1" is rolled while attacking with that weapon. broken. Faulty weapons also cease functioning until after a short rest.) The purpose of stacking is to allow for some weapons and armor with interesting or useful properties. This becomes the item's base level for all purposes.that is.) Stacking Armor Which Grants Resistance: If armor has a property which grants Resistance. the resistance does not apply to the incoming damage. The bonuses do not increase and any properties which have different effects at different levels are not affected. the core gaming system isn't granular enough to really model all those variants distinctively enough to be worth the effort of listing them). a damage version of the item may be found instead of the correctly-working version. If there is no such line. . It's hardly surprising. If this is present. if typed.EQUIPMENT . and so forth. "Faulty" is placed just before the item's first Property or Power. 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 limiting any gun to one. to be taken without sacrificing more directly combat-applicable features. and this actually makes some sense. useful trait. and only one. This occurs as an immediate reaction to the attack roll. Faulty armor is triggered when the character wearing the armor is critically hit by an attack which targets Armor Class. and occurs before damage is dealt. if no other power is used to force a reroll. unless otherwise noted. the effect described in the "Faulty" line occurs. determining the effects of stacked modifications (see above). or close to.TECHNOLOGICAL AND OTHER ITEMS 285 Each stacked modification adds 1 to the level of the weapon for purposes of determining cost and treasure parcel level only. which is the default. This is a D20 roll. However. use the following chart: Nat. an item which provides a bonus to Will defense is triggered the first time the character is included in an attack which targets Will. since there have also been complaints about how stingy "L" is with Power Cells.for example. For those who prefer a somewhat less binary rule. stacking this modification. Powers which allow saves at unusual times still work as usual. During a battle. unless explicitly noted otherwise.TECHNOLOGICAL AND OTHER ITEMS 286 If a Faulty item imposes a "save ends" condition on the user. Item continues to function. Note that all consumable powers end at the end of the encounter. a fact he has reminded "L" of at every opportunity. by increasing the "failure range" to a roll of a natural 1 or 2 for weapons. due to stacking. as well. reducing its enhancement bonus to 0. a 10 or higher indicates the item continues to function. which means it's a level 6 item. Options: The DM may wish to make faulty gear even more risky. A quick random roll determines that it is the "Accurate" portion of the weapon which shorts out. abilities. "L" makes it a Poor Quality weapon. The character the weapon is destined for is supposed to be getting a level 7 item according to the current rotation. an item has multiple Faulty effects. determine randomly which one applies. . let us call him "L" for short. This greatly emphasizes the shaky nature of scavenged technology and the harshness of the world after the Cataclysm. Then roll a saving throw for each other effect. but drops to the next lowest level in the item description. abilities. Example An unduly kind and generous Dungeon Master. An ablative item is "triggered" if the item's bonus or power comes into play -. Under the optional rule. It's now an 8th level weapon for purposes of cost. At the end of the turn. An ablative item will always perform at full value the first time it is triggered. Note that this makes ablative items slightly more useful at some cost in bookkeeping. "L" wants it to be Efficient. NEW KEYWORD: ABLATIVE Ablative items (most often consumables) slowly degrade and lose their potency. The player then rolls a save. If. on a failed save. these house rules ought to be explained to the players prior to the game. and no powers. The DM may also decide all technological items are "faulty" but are not reduced in level due to this. but at least it will do normal damage when it does hit. when you roll an ablative save. In order to bring it back down to the expected level 7. though nothing else. This is not considered a normal saving throw. it stops. do not roll again.EQUIPMENT . and gets an 11. This does not increase the time required to get the weapon working again. or a hit with a natural 19 or 20 for armor. So "L" decides to make it a +2 Accurate Laser. He decides a Heavy Laser Pistol is just the thing. use the following rules. The Faulty effect for the Efficient modification does not trigger. and until the end of the character's turn (or next turn if the item is triggered during another creature's turn). or feats which modify or grant saves will affect this. so any "Faulty" effects may come into play. The default Heavy Laser Pistol is a +2 Weapon. the following optional rule is provided. 20 15+ 10-14 Item will function at its present level of effectiveness until the end of the encounter. or feats which allow you to substitute or reroll "any" D20 check. Otherwise. If the item has the Ablative keyword. roll an ablative save. The sole exception are those powers. it applies as well. Item continues to function at its present level of effectiveness. Obviously. decides to place some interesting treasure to sate the ceaseless whines of "M0ar l00tz!!!" from his ungrateful players. it may not be saved against normally until the end of the user's next turn. it is "triggered" when it is first used. and the zone and all effects ends when it ablates. the weapon will be off-target for the rest of the encounter. the player with the weapon rolls a 1. If an ablative items creates a zone or other lasting effect. 000 gp Table 33 Auto-Focusing Armor This armor is slightly thicker and more rigid than similar armors. albeit extremely advanced. the armor subtly adjusts itself to make the next blow less effective. or "Both". Armor is tagged with "Tech". Lvl 13 +3 17.000 gp Lvl 28 +6 2. like Charged Armor) Some items composed from mutated creatures or which use strange bioengineering technologies might also have more "fantastic" abilities. not for "ordinary" tech armor. but that's another category of items altogether. Use this power when you take damage from an attack. despite its high-tech nature. some campaigns may rely primarily on items made from the wild creatures of the world. 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. 287 ARMOR Because technology is not magic. 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. though not so much as to hinder motion in any way. You gain resist 5 (all) against future attacks from that same foe. which. 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. to indicate the source. which adjust themselves in response to perceived stresses and external factors. Armor which magically heals a distant ally or lets you fly. that most campaigns (and most players) will not care about the origin of armor. not so much.ARMOR <9 Item ceases to function. Power (Encounter): Free Action. At least. . are in. such as ultra-low-friction. It is assumed.. but only "how many plusses does it have?".. while others may focus on recovered technology. though these are both less common and less dramatic than the powers of magical armor. (Some things skirt the line. Only attacks which hit and deal damage count against this value.000 gp Lvl 18 +4 85. It contains a thin layer of fluid filled with micromachines and "smart" polymers. however. armor which incorporates all sorts of advanced devices into itself. things which increase damage resistance. can justifiably do almost anything. "Mutant". it pretty much solid slabs of defensive material. Thus.EQUIPMENT . This is useful primarily for setting the tone and feel of a campaign. offer protection from particular sources of damage.125. The resistance lasts for a number of attacks equal to the armor's enhancement bonus..000 gp Lvl 23 +5 425. or which impart at least semi-quasibelievable properties on the material itself. Powered armor. Stackable: This enhancement can be stacked.. which resists the most corrosive of chemicals. The hard plates of this armor have a thin coating of shatterproof ceramic. . 288 Even before the Cataclysm. All rules about stacking Resistances (Page 17) apply. the Colorless Fire was a deadly power in the world. This armor protected against it. Property: Gain Resist 5 Acid. 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: You may add this armor's enhancement bonus to any defense for purposes of determining if you have contracted Blight Sickness.EQUIPMENT . This increases to Resist 10 (Radiation) at 17th level and to Resist 15 (Radiation) at 27th level. Property: You gain Resist 5 (Radiation).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.. or any other radiation-based disease which makes an attack roll to determine infection. gain Resist 15 Acid. or Plate.ARMOR Stackable: This enhancement can be stacked. All rules about stacking Resistances (Page 17) apply. Lvl 7 +2 2600 gp Lvl 22 +5 325. gain Resist 10 Acid. Scale. or non-Tech Hide or Leather. You almost killed yourself the first time you tried wearing this armor. Stackable: This enhancement can be stacked. At level 15. the Wasting. 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 Armor: Any Tech Chain. All rules about stacking Resistances (Page 17) apply. then you learned the secrets of the countless microcapacitors and static emitters woven into the plastic links. At level 25.000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp Lvl 17 +4 65. as it draws from your bio-energy. 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. Trigger: You are hit by a melee attack. . In addition. increasing to 3d6 at 14th level and 4d6 at 24th level. Special: This armor is lined with emitters that produce vibrations which stimulate natural healing. you may spend 1 to 3 healing surges to "Charge" this armor. Property: During a short rest. For each charge spent. Pain is lessened and wounds seem to close faster. you add the enhancement bonus to the number of hit points restored. This armor produces a soft hum when it is worn.EQUIPMENT . for each charge in the armor. A functionally equivalent armor is made from the hides of certain mutants. Enhancement: AC Faulty: The armor's enhancement bonus is reduced by 2 and it loses all resistance to fire.ARMOR Enhancement: AC 289 Faulty: The armor 's enhancement bonus is reduced by 2 and it loses the ability to enhance Fortitude defense. Effect: You may spend as many charges as you wish from the armor. and feels warm and comforting. increasing to +2 at level 14 and +3 at level 24. the wearer takes 1d6 lightning damage. your attacker takes 2d6 points of lightning damage. whose cells keep oozing regenerative chemicals long after death. and draws power from the wearer's motions and body heat. After you beat him to death with it. Property: Whenever you spend a healing surge to regain hit points when wearing this armor. you took the armor for your own. You may charge it only once per short rest and it will never hold more than 3 charges. Property: +1 to Fortitude defense against Lightning attacks. Some idiot thought the chestpiece for this armor was an ancient cooking utensil. The armor loses all charges after the next encounter or an extended rest. 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. Power (Daily): Free Action. Power (At-Will): Immediate Reaction. Make a saving throw against any condition causing ongoing damage which a save can end. Property: The wearer may add the item's enhancement bonus as an item bonus to Fortitude defense against poison attacks.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. but it will grow back during an extended rest unless some treatment is applied (Moderate Heal or Nature check. Stackable: This enhancement can be stacked.EQUIPMENT . starting from a small grey lump and rapidly spreading over his body. but it also protects you and confounds your enemies.ARMOR Property: Gain Resist 5 Fire. It then hardens somewhat. Armor : Hide or Scale Enhancement: AC Property: The wearer is immune to disease. DC based on level of armor). gain Resist 10 Fire. Effect: You may reroll at +5. Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp Lvl 17 +4 65. you are still affected by any other linked effects. 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. Stackable: This enhancement can be stacked. Trigger: You fail a save to end an effect which Immobilizes or Restrains you. All rules about stacking Resistances (Page 17) apply. At level 15. At level 25. and maybe it is. If the effect had multiple effects. 290 The armor is made of an incredibly slick material. gain Resist 15 Fire.000 gp Table 40 Fungal Symbiote Armor It generally takes a day or two for this armor to grow over the wearer.000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325. only the Immobilization or Restraint is eliminated if you save using this power. This disgusting growth appears to be a diseased infestation. Power (Daily): Immediate Reaction."Greased Pig" doesn't even being to cover it. the wearer cannot wear any other armor. Until the symbiote is fully excised. Tearing the external infection off can be done during a short rest.000 gp Lvl 22 +5 325. . Property: Gain an Item bonus equal to the item's enhancement bonus to Acrobatics checks to escape grabs and to Reflex defense against grabs. Lvl 2 +1 520 gp Lvl 17 +4 65. Will +25 vs. gain Resist 10 Cold. Fortitude +25 vs. The black fungal symbiote emits a cloud of hallucinogenic spores. All rules about stacking Resistances (Page 17) apply. Black Fungal Symbiote Level 12 17 22 27 Attack +15 vs. Will +20 vs. Microscopic cells line the outer surface of this armor. 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) Speckled Fungal Symbiote Level 12 17 22 27 Attack +15 vs. gain Resist 15 Cold. 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. Despite this. Will Damage 2d8 psychic damage. 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. mutant plants may wear the armor with no ill effects. Fortitude +30 vs. There two common breeds of fungal symbiote. At level 25. Stackable: This enhancement can be stacked. Lvl 11 +3 9000 gp Lvl 26 +6 1125000 gp Lvl 16 +4 45000 gp Lvl 21 +5 225000 gp Table 42 Kinetic Armor Armor: Any tech scale or plate . Fortitude +20 vs. The fungus can emit a cloud of spores. Property: Gain Resist 5 Cold. it keeps you warm and comfortable while they nip uselessly at your heels.ARMOR 291 Power (Daily): Minor Action.EQUIPMENT . plants save at -2 against the ongoing effects of the armor's daily power. At level 15. and it loses all resistance to cold. capable of absorbing and then redirecting energy. black and speckled. Will +30 vs. Both are close burst 2 attacks which target all enemies in burst. Not only does this armor protect you from the vicious ice-weasels of the frozen wastes of Ronto. the speckled one emits painful burrowing spores. The creature suffers a -2 penalty to non-weapon melee attack rolls (save ends). This applies only to the Tech version of the armor. Power (Daily): Free action.ARMOR Enhancement: AC 292 Faulty: You are immobilized (save ends) and the armor loses its property and power. You may push the next target you hit with a Melee attack 1 square. Damage increases to 10 (save ends) at 13th level and to 15 (save ends) at 23rd level. This high-tech armor is simply better made than is typical. Harvesting the skin of thermites and treating them until they become useful as armor is no business for the easily flammable. the attacker takes damage equal to this armor's enhancement bonus. increasing to 2 squares at 21st level. 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. The creature also suffers ongoing 5 damage (save ends both conditions).EQUIPMENT . non-Tech Hide only. with top-of-the-line components and high quality workmanship. Use this power after you have used this item's encounter power. Property: You may negate a number of squares of forced movement per day equal to the armor's enhancement bonus. . a close equivalent has been manufactured using mutated beast hide. Enhancement: AC Faulty: The armor's enhancement bonus is reduced by 2. Use this power when a creature is damaged by this armor's property. Property: When you are hit by an unarmed melee attack. 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 Armor: Any tech Enhancement: AC The Ancestors used specially engineered composite materials to create this type of armor for use in riot control. Power (Encounter): Free action. Power (Encounter): Use this power if you have negated any forced movement during this encounter. You still get the full enhancement bonus. (DMs may want to make the required feats Paragon Tier if they wish to introduce power armor earlier. which must be kept contented. and elite strike forces. assault teams. or given as rare and special rewards by Stronghold leaders. There are two broad categories of power armor -. Many have been modified. Fortitude +22 vs. Power (Daily): Minor Action. and uses a variety of neural linkages and direct body connections to completely interface with the wearer. They will run for 72 hours of non-combat time on a UPC of their level or higher. as you need to be an Epic tier character to have proficiency with it. but last only 20 rounds of combat. or you don't. Most are taken from former owners. decorated. It is very rare to find a complete suit of power armor just lying around. Finding suits of power armor is a sure sign the PCs have moved on to a new and larger world. Fortitude +17 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. Fortitude +32 vs. as follows: Level 4 9 14 19 24 29 Attack +7 vs. and those who wear them insist each suit has its own soul. This means. the suit will keep running in non-combat . Light power armor was designed for mobile troops. that it's humans only. scouts.) Power armor comes as full suits. and personalized.POWER ARMOR 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 45 Thermite Armor 293 Armor: Leather or Hide Enhancement: AC Property: Whenever you are critically hit by a melee attack. quite simply. the attacker takes 1d6 fire damage for each point of this armor's enhancement bonus. Fortitude +12 vs. lest the suit fail and the wearer die. Even the most humanseeming mutant has too much altered DNA for the systems in the armor to interface correctly with it. allowing the character to survive without air so long as they remain in the suit. you either know how to interface with this stuff.EQUIPMENT . and front-line commanders. Fortitude +27 vs. This is produces a close burst 1 attack. Using power armor without proficiency is impossible. 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.light and heavy. (So long as there's at least one 'combat round' left. Heavy power armor was designed for bodyguards. All power armor suits share some characteristics: They are sealed and contain recycling systems. They grant low-light vision. You become invisible until you attack. 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. not you it. due to a mix of camouflage systems and sound bafflers. 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. or until the end of your next turn. Glistening patterns of circuitry line the inner surface. Power (At-Will) By activating all of the armor's sensory enhancement devices. and it seems as if the armor is moving you.POWER ARMOR 294 mode for the full duration. and it is. Strength checks.EQUIPMENT . you can track down even the best-hidden enemies. Property: During combat mode. this armor grants a +2 item bonus to Fortitude Defense. Property: Scout armor grants a +1 item bonus to speed. Lvl 25 +5 625000 gp Lvl 30 +6 3125000 gp Table 47 Scout Armor Armor: Light Power Armor Enhancement: AC Property: During combat mode. Power (Daily): Minor action. Property: Scout armor grants a +4 item bonus to Stealth checks. When you wear it. You can see invisible or concealed creatures until the start of your next turn. you may sustain this as a free action by consuming an additional charge from the UPC. this armor grants a +2 item bonus to Reflex Defense. until you step inside it and feel it attune to you. Make a Perception check as a minor action. . you shimmer and fade from view. this reduces the total rounds remaining by 1. If you do not attack.) Some powers will drain an additional charge from the UPC. or attacks against objects. Because they contain power actuators. they have effectively no weight. though they are bulky. This armor seems almost too heavy for any being to wear and still move. Then the thousands of tiny machines that dwell within it come to life. Special ammunition does not add any bonus or damage multiple times even if multiple charges/rounds are used with a single attack roll. yeah. 30 15 ongoing fire (save ends) Increase damage by 2 for each failed save. Yeah. This drains an additional charge from the UPC. all rounds are assumed to be of the special type. He does not need to have specified beforehand which rounds he'd loaded into the gun. Lvl 10 200 gp Lvl 20 5000 gp Lvl 30 125000 gp Table 49 Incendiary Rounds Ballistic Ammunition Power (Consumable. to a maximum of ongoing 25. yeah. 20 10 ongoing fire (save ends) Increase damage by 1 for each failed save. Power (Daily): Minor action. AMMUNITION Ammunition changes how a gun does damage. Unless otherwise noted. .EQUIPMENT . To keep things simple. if he doesn't have enough rounds of that type. 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. Your laser burned my skin.AMMUNITION 295 Power (Encounter): Free action. he may make the first attack roll using normal ammo (and consume two rounds). A power which has multiple attack rolls (such as Twin Strike) allows the player to declare a different ammunition type prior to each roll. but he does need the proper number in his inventory. as game balance inexpensive or basic weapons react poorly to high-powered ammo. subject to the rules above. This drains an additional charge from the UPC. if a player using the double-tap feat uses the Twin Strike power. and has incendiary rounds available to him. You add the armor's enhancement bonus to your attack roll. only one kind of special ammunition can be in a gun at once. These bullets are usually found in sets of 5. Ammunition is listed as Ballistic Ammunition or Energy Ammunition. Activate the armor's reinforcing energy fields. You gain Resist 10 (all) until the end of your next turn. For example. he cannot make use that power. as follows: Level Damage 10 5 ongoing fire (save ends) Increase damage by 1 for each failed save. If he uses an attack which consumes multiple rounds or charges with a single attack roll. to a maximum of ongoing 10. to a maximum of ongoing 15. and cheap ammo or shoddy power cells undermine the effectiveness of advanced weapon systems. these rounds do fire damage in addition to the gun's normal damage. Fire): When used. or adds special properties to the gun. Use this power when making a bull rush. Let's see what these bullets do to your lungs. A gun cannot use ammunition more than 5 levels above or below its own level. and the second attack roll using the incendiary rounds (consuming two of those). You may push the target as many squares as you have remaining movement. Activating or deactivating the crystal is a free action. Lvl 8 4 125 gp Lvl 18 6 3400 gp Lvl 28 8 8500 gp Table 51 Laser Focus Crystal. The small. If the secondary attack hits. these bolts retain their deadly toxins. causing it deal thunder damage as well as fire damage. as well as one of the following effects. violet. make a secondary attack of the thornbolt's level+3 vs. giving it a +4. the target takes an additional 1d6 poison damage per plus of the bolt. The crystal is good for 5 shots. gem slips into the barrel of the gun with a faint click. The crystal is good for 5 shots. Activating or deactivating the crystal is a free action. The product of harvesting and then carefully shaping long thorns from poisonous plants. or +8 item bonus on damage (as per the table above) and a -2 penalty to attack rolls.EQUIPMENT . this focus crystal adds a vibratory component to the laser. Property: When a thornbolt hits a target. 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. 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. Fortitude. and 5 ongoing poison damage per tier (save ends) . the focus crystal amplifies the laser's power but narrows the beam. the weapon's beam matches the gem's color. The next time you fire. Purple Energy Ammunition Property: When used. +6.AMMUNITION This small ovoid crystal is the color of daffodils or ravens. Yellow 296 Energy Ammunition Property: When used. 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 it is far more deadly. 000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325. to serve as a weapon against the blight. Power (Encounter): Minor action. unless otherwise noted. Power (Daily): Free Action. is what transforms a laser pistol from an inert piece of plastic to a bringer of flaming death. Lvl 2 +1 520 gp Lvl 17 +4 65. by beings unknown. You'll quickly disabuse yourself of that notion. . WEAPONS This weapon is very well made and balanced. Once implanted in a device and used even once. You may add a +1 item bonus to your next attack roll with this weapon made before the end of your next turn. a cell cannot be removed or switched to another device. It's been speculated these weapons were actually made after the Cataclysm. When making an attack roll. it becomes +3. this becomes +2. it loses all charge when this occurs. It seems as if it can't miss. and if the weapon is +5 or +6. but it continues functioning until the end of the encounter. no larger than a child's finger. and it glows with the colorless fire. you may roll twice and use either roll. 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. 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.WEAPONS 297 A single small cylinder. until you activate it. If the weapon is +3 or +4.EQUIPMENT . Each cell will power any device of its level or lower. This weapon seems to be nothing more than a simple replica of an ancient sword.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. The device will specify how many charges it gets from a cell. which allows it deliver shocking blows on command. Stackable: This modification may be stacked. Property: This weapon gains 1 more shot. 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. Power (Daily): Use this power when you hit with this weapon. 298 Property: Free Action. but does not cease working entirely (unless another Faulty effect is triggered).EQUIPMENT .xi Weapon: Any advanced materials melee Enhancement: Attack rolls and damage rolls Faulty: The power source leaks. Critical: +1d6 lightning damage per plus Power (At-Will. A second free action restores it to normal. Property: Against Blightspawn. for every 5 or fraction thereof it normally has. Faulty: The wielder takes 1d6 radiant damage per plus. It does an additional 3d6 radiant damage. 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. superior insulators. and loses a healing surge. Lvl 2 +1 520 gp Lvl 17 +4 65. You may have this weapon deal radiant damage.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. The user takes 1d6 damage per plus.WEAPONS Critical: +1d8 radiant damage per plus. this weapon does +1d8 radiant damage and scores criticals on a 19-20. . Faulty: The weapon enters power-save mode. Advanced technology. The weapon has a small battery in its hilt or handle. Lightning): Free Action. It does half-damage for the remainder of the encounter. from a Universal Power Cell than it normally would.000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325. All damage dealt by this weapon becomes lightning damage. This increases to +2 charges per 5 at 11th level and +3 charges per 5 at 21st level. Critical: +1d6 per plus. It does an additional 1d8 lightning damage. . 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. It's tempting to dismiss this as a hunk of junk..EQUIPMENT . and the fusion weapon ceases functioning until after a short rest. Each UPC provides power for four encounters. You can put the weapon in high-power mode for an instant. it's just a hilt or grip. doing [W] damage to the wielder and all adjacent creatures.. The weapon cannot be used again until after a short rest.. Hmm. Whoa. Critical: +1d12 per plus Property: Damage type changes to force.000 gp Lvl 24 +5 525. Property: No type of damage resistance applies against this weapon.. These weapons were mostly used for martial arts and similar types of ceremonial or gladiatorial combat. Enhancement: Attack rolls and damage rolls.000 gp Lvl 19 +4 105.well.. Critical: +1d8 fire and atomic damage per plus. In general form. Faulty: The user is engulfed in a sudden burst of high radiation.WEAPONS 299 Power (Daily. it might be worth something. there's a button on it and a slot for a UPC. this seems to be a slightly heavier variant of a laser pistol. but they were sometimes carried by assassins and elite operatives. Then you test fire it. Property: Force weapons require a UPC of their level or higher to function. 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..000 gp Table 59 Fusion Weapon Weapon: Any energy. Use this power when you have hit a target with the weapon.. They are completely silent when in operation. Lvl 14 +3 21. increasing to 2d8 at 13th level and 3d8 at 23rd level. Lightning): Free Action. Faulty: The blade containment field shorts.000 gp Lvl 29 +6 2. Enhancement: Attack rolls and damage rolls. Weapon: Any technological bladed weapon. taking 1d8 points of atomic damage per plus.625.. When you power it up.. each attack roll made with the weapon consumes an extra charge from the UPC. until it hits an enemy. Weapon: Any tech melee Enhancement: Attack rolls and damage rolls. Stackable: This enhancement is stackable.000 gp Lvl 17 +4 65. This gun seems quite different from most other weapons of the Ancestors. Use this power after you have hit with this weapon.. user must drop weapon and cannot retrieve it until the end of the encounter.000 gp Lvl 27 +6 1. Power (Encounter): Minor action. Enhancement: Attack rolls and damage rolls. The target takes an additional 2d10 force damage and is knocked prone and immobilized (save ends both).WEAPONS 300 Property: The weapon can be set to fire in standard or high-energy mode. The user must choose which when he adjust the gun: Push the target 3 squares. Faulty: Weapon cannot be lifted. causing them to become insanely massive for a microsecond or two.000 gp Table 61 Hyperdense Hyperdense weapons have a core of gravitic plating that is activated by impact. Property: The weapon's damage type changes to force. . however. the user chooses which creature suffers the chosen effect. In high energy mode. Faulty: The user is immobilized (save ends). but does additional damage equal to 1d6+the weapon's enhancement bonus. Power (Daily): Free action. though. 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.EQUIPMENT . The user makes an adjustment to the gun. It's heavy. or pummel him into the ground. pull the target three squares. Critical: +1d8 force damage per plus. it seems to be light as air. If an attack targets more than one creature. as it relies on strange principles and unusual components. This can knock an opponent across the field.000 gp Lvl 22 +5 325. 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. and the target is slowed (save ends).. Weapon: Any energy. Lvl 12 +3 13. really heavy.625. or the target is knocked prone (save ends).. The flickering violet beam it produces has quite direct effects. they ignore the first 5 points of cold resistance. Use this power after you hit with the weapon. Use this after you hit with the weapon. Enhancement: Attack rolls and damage rolls. You can set the iceneedler to create a bolt which will fragment upon contact. 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. Power (Daily): Free action. . The target is immobilized (save ends) This crossbow-like weapon. Lvl 2 +1 520 gp Lvl 17 +4 65. It does an additional 5 ongoing cold damage (save ends). The weapon cannot be used until after a short rest. increasing to the first 10 points of resistance at 22nd level. Power (Daily): Free Action. Property: Because the ice-bolts flung from this weapon are astoundingly hard and pointy. made of ultrahigh tensile steel and exotic plastics. Power (Encounter): Free action. The weapon is made of advanced materials and has been stripped of unnecessary gewgaws. Use this power after you hit with the iceneedler.000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325. Property: All damage done by this weapon is cold damage. Enhancement: Attack rolls and damage rolls. contains a small water tank and a high powered cryonic device. Slide target 1 square (increasing to 2 squares at 22nd level). increasing to 10 at 15th level and 15 at 25th level.WEAPONS Critical: +1d6 per plus 301 Property: The weapon ignores the first 5 points of resistance (if any). Stackable: This modification may be stacked. Faulty: The user takes 1d6 cold damage per plus.000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp Table 63 Light Weapon Weapon: Any one-handed tech. Property: The weapon gains the off-hand property and weighs only half of what a weapon of this type normally ways. Critical: +1d8 cold damage per plus.EQUIPMENT . Blight): Free action. It is not possible to use this weapon in a non-lethal fashion. you regain the healing surge (but do not gain any hit points). It's a thing of strange curves and odd protrusions. wait. Blight): Expend a healing surge before making an attack with this weapon against a standard or elite monster. Power (At-Will. not unconscious. Critical: +1d10 per plus Faulty: The user takes 3[W] damage. Property: All damage done is Blight (Necrotic) Property: Any NPC who is reduced to 0 hit points by this weapon is dead. Enhancement: Attack rolls and damage rolls. Use this power if an attack made with this weapon leaves an enemy with fewer hit points than half their surge value. it is Dazed (save ends). Whether you hit or not. Whoa. It can cut air.EQUIPMENT . 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. at night. If the target is hit and takes damage from the attack.xii . If the target is both ten or more levels below the level of the weapon and is a Minion. If the target of the attack is ten or more levels below the level of the weapon. Property: This weapon deals damage normally to insubstantial creatures. Lvl 24 +5 125000 gp Lvl 29 +6 2625000 gp Table 64 Monomolecular Weapon 302 Weapon: Any advanced materials blade. No. Weapon: Any energy. Expend a healing surge before making an attack with this weapon. Power (Daily): "You Are Already Dead": Free Action. Second failed save: Target is reduced to 0 hit points. First failed save: Target is Stunned (save ends). It emits a strange hum that you hear inside your mind. and sometimes.WEAPONS The edge of this weapon seems to cut the very air. unless it is healed above that value before then. the target is killed. and the weapon cannot be used until after a short rest. That enemy is reduced to 0 hit points after the end of its next turn. Enhancement: Attack rolls and damage rolls. it whispers to you. Critical: +1d6 per plus Faulty: The wielder takes 1d6 Blight damage per plus and loses a healing surge. you may not be the target of any power with the Healing keyword for the remainder of the encounter. barely wieldable by human hands. This weapon doesn't seem to have been made by the Ancestors. Power (Daily. There's no "seems" about it. the wielder may add the item's enhancement bonus to checks made to impress or deal with nobles. merchants. Use this power when you hit with the weapon. Critical: +1d6 per plus.625. local rulers.000 gp Lvl 17 +4 65.000 gp Lvl 27 +6 1. Faulty: The wielder loses a healing surge. you may lose hit points equal to twice the weapon's enhancement bonus to charge it.000 gp Lvl 22 +5 325. Enhancement: Attack rolls and damage rolls. Property: If the weapon is out of charges. You gain temporary hit points equal to 1d10+the weapon's enhancement bonus. and similar types.000 gp Lvl 7 +2 2600 gp Lvl 22 +5 325. but damn.000 gp Lvl 12 +3 13000 gp Lvl 27 +6 1625000 gp Table 67 Ornate Weapon Weapon: Any. or +1d10 per plus if you expend a healing surge. Enhancement: Attack rolls and damage rolls. When you shoot something with it. using precious metals as decoration and illustrated with detailed carvings. The charges last until the end of the encounter. Critical: +1d6 per plus. but of something warm and alive. This weapon has been tinkered with. You may expend as many hit points as you like at one time. it sure hits hard. Weapon: Any ranged tech. but not in combat. Property: When wearing the weapon openly. Stackable: This enhancement may be stacked. Stackable: This modification may be stacked. chieftains. you heal additional hit points equal to its enhancement value. Power (Encounter): Free action. it purrs. Lvl 2 +1 520 gp Lvl 17 +4 65.EQUIPMENT . This weapon is a work of great craftsmanship.000 gp Table 66 Organic Construction This type of weapon is classed as ultra-tech. Duct tape. Whenever you spend a healing surge while wielding it. and self-healing solder are all that's keeping it from blowing apart. that's for damn sure. Lvl 12 +3 13.WEAPONS 303 This weapon is not made of metal and plastic. chewing. Property: This weapon is made of living material with a few non-living additions. Lvl 4 +1 840 gp Lvl 19 +4 105000 gp . the weapon ceases to function until the wielder takes a standard action to adjust it. Critical: +1d6 atomic damage per plus. 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. Too bad for him. The user takes 1d6 lightning damage per plus. expending 2 charges grants a +4 and expending 3 charges grants a +8. Property: When a natural 1 is rolled on an attack roll. You may expend additional charges from the weapon in order to increase damage. Increase the ongoing damage to 10 at level 13 and to 15 at level 23. Expending 1 charge grants a +2 bonus to damage. Power (Encounter): Free action. Property: This weapon can be set to do atomic instead of its normal damage. the wielder takes 1d6 lightning damage per extra charge. Your target hasn't noticed. . Faulty: The user is blinded (save ends) by a sudden flare of illumination. 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. and the beam's focal emitter seems very slightly changed. Enhancement: Attack rolls and damage rolls.EQUIPMENT . 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 Weapon: Any ranged tech. Critical: +1d8 damage per plus. The target suffers the normal effects of the attack and the ongoing damage. Atomic): Free action. All creatures adjacent to the target take 5 ongoing atomic damage (save ends). Power (Daily. Enhancement: Attack rolls and damage rolls. You flip a small switch.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. There's some minor hissing and clacking sounds. Faulty: The item ceases to function until after an extended rest. Use this action before making an attack roll. This weapon is so well balanced that you can move and shoot at the same time. If an overcharged attack misses. 000 gp Lvl 13 +3 17. 305 Faulty: The weapon jams up horribly. such as a hand axe and a longsword. Power (Encounter): Before making an attack with this weapon. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3.000 gp Lvl 28 +6 2. Faulty: The weapon locks between forms. When turned on. Enhancement: Attack rolls and damage rolls. if the Encounter power is used. and buzzes annoyingly. it makes taking prisoners pretty easy. Until the user takes a short rest. it has all the properties of that form. Faulty: The user is dazed (save ends). Critical: Either +1d6 thunder damage per plus. Thunder): Free action.EQUIPMENT . If you hit. losing all enhancement and proficiency bonuses and doing damage as per the smaller of its two forms. saves are made at -2. it requires a move action to clear the weapon in order to fire it again.000 gp Table 71 Stun Beam Weapon: Any ranged energy. Power (Encounter. the target is dazed (save ends).400 gp Lvl 23 +5 425.125. It's a halberd and a short sword! But not a floor wax. . Second failed save: Target is stunned (save ends). Property: Change damage to Thunder. you may move up to half your speed as a free action. or. Use this power before making an attack. Variform weapons use electrically and chemically triggered memory metals and self-modifying plastics to switch between any two melee weapons. Still. if you have teeth. This provokes opportunity attacks as normal. Critical: +1d6 damager per plus. First failed save: Target is dazed and immobilized (save ends both). This weapon has a number of odd fittings and controls. 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. it sets your teeth on edge. Power (At-Will): Minor action. Critical: +1d6 per plus.WEAPONS Enhancement: Attack rolls and damage rolls. When in a given form. Power (Daily): Before or after making an attack with this weapon. and the weapon loses its encounter and daily powers. you may shift 1 square. Enhancement: Attack rolls and damage rolls. Critical: +1d8 thunder damage. wires. Animate. if the target's Armor Class is higher than Reflex. 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. the power attacks Reflex instead. he immediately loses all benefits from having it. old circuits. The datapad's critical bonus becomes +1d8 against creatures of this type. You call it "Vera". . 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. A Scavenger does not need to hold his toolkit in his hand. Property: Once per day. Property: You may add this toolkit's enhancement bonus to all monster knowledge checks. When it is stacked. A typical toolkit weighs 2-3 pounds. They add their bonus to attack and damage rolls for any Scavenger power with the Implement keyword. Faulty: The engine seizes up. A toolkit is a mix of devices. Until after a short rest. and so on. Enhancement: Attack rolls and damage rolls. Beast. Critical: +1d6 per plus. the weapon loses its enhancement bonus. Property: When this weapon is used with a power which attacks Armor Class. you may choose to set the device to focus on one of the following creature types: Humanoid.TOOLKITS 306 Stackable: This modification may be stacked. and its proficiency bonus drops to +1. gears. if the Scavenger loses possession of the toolkit. 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. TOOLKITS Toolkits serve as implements for Scavengers. The Ancestors called it "an electric steak knife". 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. during a short rest. Nonetheless. additional modifications must be able to apply equally to both weapon modes. measuring equipment. Mutant Beast.EQUIPMENT . Power (Daily): When you roll a natural "19" on an attack roll using this implement. patients don't.. Critical: +1d6 damage per plus. Critical: +1d6 damage per plus Deep down. Property: When using this implement the range of all attacks with the Ranged or Area keyword increases by the toolkit's enhancement bonus. you may treat it as a critical hit for all purposes. . this toolkit contains a number of scopes and lenses.er.TOOLKITS 307 In addition to the usual gimmicks. A fairly typical collections of sonic wrenches and hydroscrewdrivers. you know that writing "scalpel" on an industrial laser cutter doesn't make it so.125. 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.000 gp Table 75 Focusing Toolkit Implement (Toolkit) Enhancement: Attack rolls and damage rolls. benefitting from fine construction and almost no missing parts.EQUIPMENT . but your vic.000 gp Lvl 13 +3 17. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3.400 gp Lvl 23 +5 425. 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...000 gp Lvl 28 +6 2.. Critical: +1d6 per plus. The target gains 1d6+Wisdom modifier temporary hit points. powders. Power (Daily): Use this when you hit with a power with the fire keyword but miss at least 1 target. Select a missed target. but a mix of herbs. this kit includes many liquids and powders designed to enhance explosions. they gain an additional 1d6 hit points. Target yourself or an adjacent ally.000 gp Lvl 28 +6 2. and unidentifiable mixtures. crystals. POUCHES Pouches are used as implements by Scholars. . Boom! Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3. 1) Power (Daily):Minor action. Use this power when you with a scavenger attack power which has the cold keyword.125.EQUIPMENT . The area in a Burst 1 centered on the target becomes a zone of difficult terrain until the end of your next turn. Power (Daily): Free action. and pieces. much like the hot dogs at your local 7-11. they are much more eclectic. Critical: +1d8 cold damage per plus. holding not just technical toys and notes. Property: All attack devices with the fire keyword do +1d8 damage on a critical.POUCHES 308 Power (Milestone): Use this power during a short rest following a milestone encounter. That target takes half damage. and may affect as many targets as your Wisdom modifier (Min. 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. Something like toolkits. 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.) In addition to the usual tools.400 gp Lvl 23 +5 425. pickled animal parts. A Scholar uses their pouch both to prepare their powers "off screen" and to enhance them during combat.000 gp Lvl 13 +3 17. in that they contain an ever-changing mix of small items.000 gp Table 79 Pyrotechnic Gear Implement (Toolkit) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus. There are few problems which can't be solved by adding in a small amount of liquid nitrogen. bits. This power may be used only once per target per milestone. When you or an ally spends a healing surge. This pouch holds a number of healing herbs. you may add the pouch's enhancement bonus to the damage done. Property: Any power with the acid keyword does +1d8 acid damage on a critical. Power (Daily): When you hit someone with a Scholar attack power with the acid keyword when using this pouch. 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. and cleansed. 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. Property: You may add this implement's enhancement bonus as an item bonus to any Heal checks you make. Power (Encounter): When you hit someone with a Scholar attack power with the acid keyword when using this pouch. 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. better organized. . Critical: +1d6 damage per plus. This pouch contains superior items of various sorts. Critical: +1d6 damage per plus. purified. you may also cause them to suffer a -2 modifier to Armor Class (save ends). alongside Ancestral drugs and medical tools.EQUIPMENT . Critical: +1d6 acid damage per plus.POUCHES A number of the components in this pouch pack an acidic punch. he does not get to save against the ongoing damage at the end of his next turn. 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. designed to make a scholars detrimental mixtures more effective. Sometimes.000 gp Lvl 13 +3 17.ARMS SLOT ITEMS 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. even if it is lower. This pouch contains an assortment of venoms. . Lvl 3 +1 680 gp Lvl 18 +4 85000 gp Lvl 8 +2 3. toxins. this pouch contains a number of powerful concoctions which can turn any thinking being's brain into mush. you ignore any poison resistance the target might have.125. Critical: +1d6 psychic damage per plus. Power (Daily): When you use this item to hit with an attack with psychic keyword. you may choose to reroll the dice if you do not like the result.400 gp Lvl 23 +5 425. it is better to debilitate an enemy than to aid a friend. If the target has no poison resistance. Power (Daily): When you use this item to hit with an attack which causes ongoing poison damage.000 gp Lvl 28 +6 2.000 gp Table 83 Psychedelic Pouch Implement (Pouch) Enhancement: Attack rolls and damage rolls.EQUIPMENT . You must take the second roll. the target is also dazed until the end of your next turn. Along with the usual mix of items. Property: Any power with the psychic keyword does +1d8 psychic damage on a critical. Critical: +1d6 poison damage per plus. Property: Any power with the poison keyword does +1d8 poison damage on a critical. and delivery mechanisms. 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". 000 gp Table 87 Combat-O Brand Power Enhancers This device has a slot for a UPC. You may immediately make a basic melee attack against the source of the triggering attack. You may make a ranged 10 attack. Use this as a free action after hitting with the attack but before damage is rolled.000 gp Table 86 Buzzflingers Property: You gain a +2 item bonus to Armor Class against melee opportunity attacks. Increased to 2d6 at 16th level and to 3d6 at 26th level. Power (Encounter): Immediate reaction. that's what! Lvl 14 21.800 gp Lvl 16 +4 45. Trigger: Someone misses you with a melee opportunity attack. do 2d10+5 Brutal 1 damage and the target takes 10 ongoing damage (save ends). Lvl 6 +2 1. Power (Encounter): If a full UPC is slotted into the Power Enhancers. these arm-mounted exoskeletons had a simple neural interface that meant they could only be used for fairly straightforward attack motions. Armor Class. .125.EQUIPMENT . but it is not required for its basic functions. Lvl 10 5000 gp Table 85 BiteBlockers Property: BiteBlockers provider a +2 item bonus to Armor Class against unarmed melee opportunity attacks. from genetically mutated guard dogs to sharks that had eaten genetically mutated guard dogs. you may add an additional 1d6 to damage done with a basic melee attack. Offered for sale to street fighters. and people who just wanted to look tough. Animal control specialists often used these bracers to avoid a trip to their local ReGro4U franchise. Use this power when you are missed by an unarmed opportunity melee attack. you may not use the encounter power again until after a short rest.000 gp Lvl 26 +6 1. If you hit. Property: Add the listed bonus to damage rolls for melee basic attacks. A full UPC of the device's level or less is needed to use the encounter power. bodyguards. Effect: They take 5 ongoing damage and are at -2 to melee attacks (save ends both). Power (Daily): Standard action. +19 vs. Power (Encounter): Immediate Reaction. What's cooler than a buzzsaw in your arm? Being able to shoot a buzzsaw from your arm. If you use this power. there were dangerous beasts in the wild.ARMS SLOT ITEMS 311 ARMS SLOT ITEMS Even before the Cataclysm turned the world to chaos. paper thin.ARMS SLOT ITEMS 312 These bands of plastic and embedded superconductors were supposed to draw off harmful power surges and store them safely. Many bear the symbols of various groups of the Ancients. The wrist mounted device at first seems inert. Safety is for wimps. Power (Daily): Minor Action. The character must be permitted to use a shield for this item to be equipped. It's nearly weightless. as a minor action. Then the correct pattern of presses causes it to fan out. This increases to Resist 15 (Lightning) at 23rd level. The shield appears as an unfolding series of concentric metal plates. and normal proficiency rules apply. 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. If you've done it right. but a few minor modifications makes them more useful. It seems acid ants infest this part of the ruins. increasing to 4d8 with the 18th level wristbands and 5d8 with the 23rd level wristbands. do 3d8 lightning damage to the target. 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. you carefully alter the complex pattern of symbols displayed on the wristband. If you hit. but it can turn back the claws of an angry bloodger. it should help protect you from their corrosive attacks. Deactivating the shield is a free action. Power (Encounter): Immediate Interrupt. 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. Use this power when you take lightning damage. You may make a ranged 10 attack using the grounding wristband's level +3 vs Reflex. forming a slightly concave disk.000 gp Lvl 23 425. Deactivating the shield is a free action.EQUIPMENT .900 gp Lvl 18 85. While the rest of the party bandages wounds and cleans their blades. as a minor action. Use this power before the end of the next turn after you were hit with an attack which did lightning damage. You consult the old maps and the traveler's holojournal. The character must be permitted to use a shield for this item to be equipped. and that takes some doing. but fantastically strong. Lvl 13 17. .000 gp Table 88 Grounding Wristbands Property: You gain Resist 10 (Lightning). granting a +1 to AC and Reflex defense. granting item bonuses as follows. increasing to Resist 10 at 18th level and Resist 15 at 28th level. Radiant. Thunder. If you hit. Power (Encounter): Immediate interrupt.000 gp Table 92 Reflec Shield This shield. Lightning. . Property: The shield weighs only 1 lb.EQUIPMENT . is increases by +1 and applies to all defenses against attacks with the laser or gaze keywords. however. Level 2 7 12 17 22 27 Bonus +2 item bonus to ranged basic weapon attack rolls. The wielder gains Resist 5 to that damage type. which comes in small and large sizes. then a wave of dizziness. then the world blossoms with firing solutions and no matter what you look at. you can see your enemy's face in it as he's fried by his own laser beam. and is bloody embarassed. +2 item bonus to all ranged weapon attack rolls. is made of very strong but very light foil. Normal skill use penalties for holding a shield apply. The adjustment lasts until the end of the next encounter or extended rest. 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. +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. +2 for large). +4 item bonus to ranged basic weapon attack rolls.. creating a force field which can prevent some types of damage. Fire. All bonuses apply only to attacks with the Ranged and Weapon keywords. There's a slight sting when you snap the armband shut. A popular item among those who prowled the lower reaches of the great megacities. Various models of the device have differing degrees of neural quality.. Atomic. the user of the shield may tune it. Cold.ARMS SLOT ITEMS 313 Power(Daily) Short Rest: During a short rest. Use this power when you are hit or missed by an attack with the laser or gaze keywords.200 gp Lvl 19 105. these wristbands can produce slashing blades to startle opponents. allowing you to more precisely hit targets. +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. Select one from Acid. Make an attack using your level+3 against the source's Reflex defense. he takes half damage from the attack. you see its weak points and know just how to hit it. Property: The shield bonus granted by this item (+1 for small shield. Boo-yah! Lvl 9 4. Power (Daily): Standard action. AC.. even if you don't!" Lvl 14 21. Miss: you fall prone and your target may make a melee basic attack against you. When you are affected by an ongoing poison or psychic power that imposes the dazed. or sometimes to provide improved reactions during combat situations. stunned. Damage increases to 2d10+Strength modifier at 15th level and to 3d10+Strength modifier at 25th level. "They remember where you live.. as with much of Ancestor technology. or immobilized conditions. "Boot To The Head!" Make a melee attack of level+5 vs. do an additional 1d6+Strength damage. some items existed solely because some marketing executive thought they'd sell. On a critical hit. Hit: Do 1d10+Strength modifier damage and either push target 1 square or knock target prone. Make a secondary attack of Dex+3 vs.FEET SLOT ITEMS Lvl 6 1800 gp Table 93 Springslash Bands 314 Property: +1 item bonus to Armor Class against melee attacks. with a bonus equal to 1/2 the bonus granted to Thievery.000 gp Table 96 Drunkard's Boots . Of course. slowed. Power (Encounter): Use this power when you have hit an enemy against whom you have combat advantage. you may immediately make a save against it as a free action. 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. If you hit. "Your mother wore them. increasing to +2 at 15th level and to +3 at 25th level. Armor Class.EQUIPMENT . Power (Daily): Free Action. FEET SLOT ITEMS The footwear of the Ancestors was usually designed to enhance mobility in unusual environments. the target is dazed (save ends). this small device which fits on the upper arm greatly enhances fine muscular control. 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. Originally intended to help individuals with nerve degeneration. and otherwise make long walks a lot more bearable. you should also gain a +2 item bonus to other skills (for example. Power (Encounter): When you make a saving throw to end an effect which causes you to be slowed. mind you. it was often the case that citizens lacked personal vehicles and so had to make use of "walking" as a means of transit.000 gp Lvl 22 325. such as thick snow.000 gp Table 99 Industrial Footgear . Any traps or pressure plates that rely on a minimum weight to trigger them will fail. these boots will move you three squares during your turn. something which could be hard to do after experiencing this week's drug fad. They will always move you away from danger and enemies and out of any zones or dangerous terrain. the Ancestors created hiking boots actually worth the insane prices that yuppie hikers paid for them.EQUIPMENT .000 gp Table 98 Hiking Boots These boots are equipped with reactive systems that massage feet. Lvl 9 4. You can pass over some forms of difficult terrain. "Drunkard's Boots" latch into the wearer's nervous system and provide mobility when the wearer is incapable of doing so. these items use a controlled gravitic field to spread the wearers weight over a wide area. or by 2 for the 19th level version. 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. Property: Your overland speed increases by 1.) In some circumstances. enhance circulation. if possible. inject painkillers. with no difficulty. Designed for people who needed to tromp through burning toxic waste on a regular basis. Property: When you are unconscious. you may roll twice and choose either roll. to Stealth checks when moving over creaky floors). Marketed under the brand name "Elven Snowshoes".200 gp Lvl 19 105. Not that this meant any of them would actually go out into the wilderness. Lvl 6 1800 gp Table 97 Gravitic Dispersion Boots Property: Your ground pressure is greatly reduced. and the number of different ways they found to alter their consciousness is beyond the scope of this book. After several centuries of progress. Lvl 12 13. provided you are not restrained or immobilized due to some condition other than your unconsciousness.000 gp Lvl 17 65.FEET SLOT ITEMS 315 The age of the Ancestor's was one of indulgence. In the huge arcologies. so that you seem to weigh only about a tenth of what you normally do. These were issued to all citizens of the land of Jerzee prior to the Cataclysm. A million uses around the home and office. were designed for soldiers and for workers in high-danger environments. inhalation.EQUIPMENT . You cannot rise more than three squares..000 gp Table 102 Rocket Boots Property: Gain a +1 item bonus to speed. If there is no such square. Effect: You immediately slide 1 square.600 gp Table 101 Responsive Boots These boots. Power (Daily): Immediate interrupt. you will fall at the end of the forced movement. without making an Athletics check to jump. You can descend safely as a minor action. unless the source of the damage is contact with any exposed skin. The DM has final say on if this resistance applies based on the nature of the terrain. Made by the Acme Corporation. to the nearest square not covered by the attack. This resistance increases to 10 at 17th level and to 15 at 22nd level. facilitating some types of movement. Lvl 7 2. You may rise up to three squares vertically. The 16th level version adds the following power. these soft grey foot coverings can become utterly frictionless for a brief instant. Lvl 4 840 gp . Power (Encounter): Move action. For a second. Originally intended as a recreational item.. moved more than your unmodified speed).e. Then the explosion consumed the spot you had been on just moments before. and so on. At the end of each move action where you took advantage of this power (i. but cannot otherwise move while airborne. equipped with an array of sensors and microfibers that tap into the nervous system. Lvl 8 3400 gp Table 100 Microjet Boots Property: You are always considered to have a running start when making Athletics checks to jump. If forced to move while hovering. While not quite allowing flight. What could possibly go wrong? Lvl 11 9. You may move across any gap as part of your move. this power is not expended. make an easy Acrobatics check or fall prone. You must end on solid ground. you thought something was horribly wrong when your new boots clamped onto your legs and forced you to leap sideways. You can step to an adjacent surface.000 gp Lvl 16 45. Power (At-Will) Move action.FEET SLOT ITEMS 316 Property: These boots provide Resist 5 (all) to damage from walking on dangerous terrain. Trigger: You are hit by an area attack. and can gain or lose no more than one square in altitude. they do provide a significant boost. If you are not trained in Acrobatics. increasing traction.000 gp Lvl 28 +6 2. 15 feet. Lvl 5 1. Power (Encounter): As part of a move action.. increasing to 5 feet at 15th level and 8 feet at 20th level. it does not stack with the bonus from the property. which posed some problems for those working with them. Power (Encounter): Immediate Interrupt.000 gp 25. You may reduce the total forced movement by 1. you must make a DC 18 Acrobatics check at the end of your move or fall prone. and the 20th level version. increasing to Resist (10) at 13th level and to Resist (15) at 23rd level. Power (Encounter): Immediate interrupt. or slide. Use this power just before you run. Use this power when you are affected by a push. you may vault over one square. You gain Resist 5 (Thunder) until the end of your next turn.000 gp Table 105 Springjet Boots Property: Add 2 feet to all high jump checks.000 gp 125. Lvl 10 Lvl 15 Lvl 20 1.000 gp Table 106 Traction Soles Property: Gain a +4 item bonus to all Acrobatics checks for maintaining balance. If you choose to add to the height of a jump using this power. Many materials used by the Ancestors were virtually frictionless.000 gp Table 104 Sound Baffles Property: Gain the listed value as an Item bonus to Stealth checks. you may automatically add 5 feet to the height of a jump). These boots generate a field of high cohesion.400 gp Lvl 23 +5 425. Your run speed increases by 2 (+4 over your normal move). clearing obstacles up to 5 feet in height without needing to make an Athletics check (alternatively. Use this power when you are hit by an attack which does Thunder damage. The 15th level version allows you to leap 10 feet. ouch. Low fences are no obstacle for you! Low ceilings. These boots are equipped with countervibrational systems that absorb all sounds of motion.000 gp Lvl 8 +2 3. Lvl 3 +1 680 gp Lvl 18 +4 85. you stop instantly. If you move into difficult terrain at any time during this move. pull. though.125.EQUIPMENT .HANDS SLOT ITEMS Table 103 Skimslippers 317 Power (Encounter) Free action. .000 gp Lvl 13 +3 17.. colored red and blue for unknown reasons. you do an additional 1d6 lightning damage. Lvl 10 5. Power (Encounter): Free action. allow you to scale walls as well as any mutant man-spider.000 gp Lvl 21 225. 15 at 30th) and you gain hit points as if you had spent a healing surge.EQUIPMENT . Make an unarmed melee attack (Level+3 vs.000 gp Table 108 Bioforce Gauntlets Power(Daily): Expend a healing surge.. A single UPC of the same level as the gauntlets. Use this power when you score a critical hit with a melee attack. Property: Your unarmed attacks do lightning damage. The target is also dazed until the end of your next turn.000 gp Lvl 15 25. Lvl 11 9. Hit: The creature takes 5 points of damage (10 at 20th level. these metal and plastic gloves turn biological energy into shocking force. it will hurt even more if you can't fire your gun.000 gp Lvl 16 45. Gain a +1 item bonus to your climb speed until the end of your turn.xiii Power(Daily.HANDS SLOT ITEMS 318 HANDS SLOT ITEMS These small pads. Healing): Standard action.. The next time you hit with a melee attack before the end of your next turn. becomes fully charged. This increases to a +2 bonus at 10th level and a +3 bonus at 25th level. If using the 21st level version. .000 gp Table 109 Electro Gloves This item has a slot for a UPC.000 gp Lvl 25 625.000 gp Lvl 15 25. Often used by street thugs or bodyguards. they are stunned until the end of your next turn.000 gp Lvl 30 3.000 gp Lvl 25 625.000 gp Lvl 20 125. increasing to 2d6 at 16th level and to 3d6 at 21st level. Fortitude) against an adjacent creature. It hurts to use these things. or lower. but does not need one for its primary abilities. Power (Daily): Free action. Lvl 5 1. Power (Encounter): Minor Action.125.000 gp Table 107 Adhesive Fingerpads 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. EQUIPMENT . The primary advantage the gloves offer is that you do not need to hold a torch or the like to get light. Thousands of microscopic sensors provide constant feedback and information as you seek to manipulate a mechanism. 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 3 620 gp Lvl 13 17000 gp Lvl 23 425000 gp Table 111 Scanning Gloves These gloves resemble thick workman's gloves. Lvl 4 840 gp Lvl 14 21. Until the target escapes. you may deal your Strength modifier in damage to him. oddly bulky for a creation of the Ancestors. Use this power when you have grabbed a target.000 gp Lvl 24 525. give a +2 item bonus to all grab attacks rolls and rolls to oppose escapes from grabs.HANDS SLOT ITEMS 319 The man you bought them from swore they shot death rays. they will create a region of either dim light or bright light. Property: Gain a +2 item bonus on Thievery checks to disable traps or pick locks. in a close burst 2 or a close blast 3. This bonus increases to +4 at 14th level and to +6 at 24th level.000 gp Table 112 Shure-Gripp Gauntlets Property: These heavy gloves. each time he takes an action. . If you have someone grabbed. you'll have a few words with him. you may do your Strength modifier+2 in damage to them. but they contain a variety of scanning mechanisms and a neural feedback system that gives the wielder detailed data about mechanisms they're touching. A 1st level UPC will power the gloves for 24 hours of continuous use. If you survive the fight with the angry bloodgers. Lvl 1 180 gp Table 110 Flare Gloves Slot: Hands Property: At will. 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. Power (Encounter): Minor Action. fitted with an exoskeleton that locks in place on command. and a +2 item bonus on perception checks to locate traps in an item you are touching. The focus of force can manipulate objects about as well as a human hand can. It takes a good bit of practice to learn the appropriate hand motions to activate and control these devices. they have a thousand uses around the home and office. Power (Encounter): When you perform a Heal check to let an ally take a Second Wind. you may use this to make opportunity attacks (you have threatening reach. Head slot tech items most commonly provide enhancements to knowledge or perception. all skill checks made at that range suffer a -2 modifier. he gains an additional 1d6 hit points. or headbands. though the attack roll will be at a -2 modifier. 2312) Lvl 2 520 gp Lvl 12 13. Lvl 7 2. you gain an extra square of reach with these gloves. or microscopic metal fibers that burrow painlessly into cerebral tissue by passing through cell boundaries. increasing to +3 at 12th level and to +5 at 22nd level. . When used.) A product of the Octavius Corporation.000 gp Table 115 Waldo Gauntlets Property: When not in combat. but when you do.000 gp Lvl 27 1. You can move a gripped object at speed 5. you can levitate small objects. you may do this twice per encounter. though this is not universal.625. Power (Encounter): Once per encounter. you may extend your reach by 1 square prior to making an attack. At 27th level.600 gp Lvl 17 65. as a free action. HEAD SLOT ITEMS Most head slot tech items consist of goggles.000 gp Lvl 22 325.HEAD SLOT ITEMS 320 "Just sit back and let the gloves do the work!" (Advertisement in Greater New England Journal Of Cybermedicine. (You may attempt a ranged Thievery check against an unaware opponent. in effect). You cannot make attacks with this glove. By using the gravitic and repulsive beams generated by these extremely advanced gloves. however. Lvl 6 1.000 gp Table 113 Surgical Gloves Property: Gain a +1 item bonus to Heal checks. or target items held by enemies such as weapons. Granular material (such as a handful of sand) can be manipulated with an easy Technology check. and so on.800 gp Table 114 Tractor-Presser Beams Power (At-Will) Minor action. earpieces. increasing to 2d6 at 12th level and to 3d6 at 22nd level. Use the lower of Thievery or Technology when making this check. The gloves have a range of 5. they often interface with the brain via short range neural wave fields. push distant buttons. At 17th level. and can lift up to 30 lbs. rather than full helmets or the like.EQUIPMENT . If the condition occurs prior to your next extended rest. Power (Daily) Short Rest. Lvl 21 225000 gp Table 117 Contingency Reflex Booster Requirement: You must have an Action Point. Trigger: You are hit by an attack with the psychic keyword which causes an effect a save can end. but you cannot reset the Contingency Reflex Booster until after your next extended rest. This occurs before any effects of the triggering condition are applied. including robots.". increasing to Resist 10 at 18th level and Resist 15 at 28th level. the 'save ends' portion of the attack does not occur. Lvl 8 3400 gp Lvl 18 85000 gp Lvl 28 2125000 gp Table 116 Cerebral Wave Stabilizer Property: You gain Resist 5 (Psychic). Power (Daily): Immediate reaction. "An ally falls unconscious. you specify the use of a Melee power and the target is not in range). You then select an unexpended power which can be used as a standard. you can feel an odd sense of calm and focus fill you. and choose legal targets for that power. all without a single thought from you. You describe a simple condition. you expend the action point and the power . make a melee basic attack against the source of the attack. targeting me. move. Legal examples include: "If I am bloodied. such as "I am attacked". even if the source is killed. . and your body spins around and slashes at the assailant.EQUIPMENT . or minor action. move adjacent to him. activate my medkit. You may immediately roll a saving throw. but your arm draws your vibroblade. Conditions chosen must be simple and objective and not include any comparative conditions. fake. but if you do.HEAD SLOT ITEMS 321 This is an oddly asymmetrical device." "If I am attacked. the described power (if still unexpended) is used on the appropriate targets." "If an ally falls unconscious. but does not prevent the effects. and your action point is expended. Scottish accent. "I am bloodied". If the reaction is not possible (for example. it does. These devices point out the weaknesses in objects and structures. They also make you prone to speaking in a thick. The DM is the final judge on if a condition is acceptable and if it is triggered. If you succeed. a headband with several unusual protrusions and attachments. You don't even see who or what stabbed you in the back." Note that if your programmed action would provoke opportunity attacks. Once fitted. You may choose to countermand the programmed action. then you do not lose the action point or the specified power. cyborg. Power (Encounter): Immediate Interrupt. if it succeeds. you may use this power twice per encounter. At 24th level. you may use this as an encounter power. you ignore such obscurement completely. Lvl 3 680 gp Table 120 Light Enhancing Lenses Property: You gain low-light vision. add your Intelligence or Wisdom modifier +3. Power (Daily): Free action. smoke. or android. At 12th level. You may add your Intelligence or Wisdom modifier to the damage done. roll d8 instead of d6.000 gp Table 121 Personal Sonar Set Property: You can partially ignore lightly or heavily obscured squares caused by thick vapors.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 +4 at 14th level and to +6 at 24th level. . Within a burst 5 radius.HEAD SLOT ITEMS Lvl 2 520 gp Lvl 12 13. you can ignore lightly obscured squares and treat heavily obscured squares as lightly obscured.000 gp Lvl 22 325. you are not knocked prone. If you are trained in Technology. and similar sources. Lvl 14 21. up to a burst 10 radius. Fitting the entire headpiece in place is a bit tricky. but you can see in the dark! The stylish is a lot more important. Lvl 4 840 gp Lvl 14 21. Use this power when you hit a robot. Use this when an attack will cause you to be knocked prone. At 14th level. Not only are they incredibly stylish. but once it's done.EQUIPMENT .000 gp Table 118 Engineer's Goggles 322 Property: You may add 1d6+your Intelligence or Wisdom modifier to damage done when you hit an object. but before you roll damage. These odd earpieces slightly dull some sounds. snow. You may immediately make a saving throw with a +2 item bonus. but they also keep you steady. add your Intelligence or Wisdom modifier +6. Property: Gain a +2 item bonus on all balance checks. though.000 gp Lvl 24 525. At 22nd level. you have a direct feed into your brain of everything around you. increasing to +2 at level 14 and +3 at level 24. increasing to 2d6 at 12th level and to 3d6 at 22nd level. The cost of a skillchip is 1/10th that of a skilljack of the same level. You still suffer the usual penalty for attacking a creature you can't see. There are times when it's better not to see what's coming at you. Suddenly. You may immediately roll a saving throw at +2.) Property: You gain an item bonus to the slotted skill equal to that specified for the level of the skilljack. Slotting a skillchip is a minor action.000 gp Lvl 25 +5 625. Use this power when you are blinded. That enemy does not get combat advantage against you if it flanks you. you will know which squares they are in.HEAD SLOT ITEMS 323 Power (Encounter): As a minor action. but not the jack. until you activate this device. All other enemies get a +1 bonus to attack rolls made against you. Your chosen for stands out clearly.000 gp Lvl 30 +6 3. Power (Daily): Immediate interrupt. Power (Encounter): Free action.000 gp Lvl 20 +4 125. Until you deactivate this power or until the end of the encounter.000 gp Lvl 15 +3 25. and a +4 item bonus on Perception checks made to spot that enemy. you gain a +2 item bonus to attack and damage rolls against that enemy. If you succeed. and these lenses are for just such times. you know exactly what kind of tree it was that tried to eat you. . doubling the item bonus granted by the skilljack. The small device causes a brief moment of pain as it bores into your skull. Trigger: You roll a check for the slotted skill and do not like the result. you can scan the squares within a close burst 2 radius.000 gp Lvl 10 +2 5. Power (Daily): Minor Action. Then the pain passes.125. The skillchip must be of level equal to or less than that of the skilljack. but you can change skillchips only once per encounter (or once every 5 minutes outside of combat. Skillchips can be found for all skills. and may choose that square as the target for an attack.EQUIPMENT . Property: You have a +2 bonus to all defenses against close or area attacks with the radiant or laser keywords. The noise and confusion of combat keep you from focusing on the enemy you hate the most. Lvl 10 5000 gp Table 122 Sensory Filter Implants Power (Daily) Minor action.000 gp Table 123 Skilljack A skilljack is a device which allows the use of skillchips. You feel around and push the small red piece of glass you found earlier into the slot. and the rest of the chaos fades away. Lvl 5 +1 1. You gain blindsight 5 until the end of your turn. If those squares contain hidden or invisible creatures. you are not blinded. This destroys the skillchip. Name an enemy you can see. Effect: You may immediately reroll. and hope that this time. as if a noise you couldn't hear had suddenly been silenced. easily mistaken for simple jewelry.HEAD SLOT ITEMS 324 This simple headband is made of a silvery metal that is warm to the touch. Effect: You may roll instead.000 gp Lvl 15 25. which make certain flattering.000 gp Table 126 T-Comm Implants Property: These devices always come in pairs. This increases to 15 squares at 11th level and to 30 squares at 21st level. Implanting or removing the devices is a minor action. . When your ally does likewise with an identical device. Lvl 1 360 gp Lvl 11 9.000 gp Table 124 Psi-Static Headband Property: You gain a +1 item bonus to Will defense. the morons will listen to you. but using them is a free action on your turn only. Power (Encounter): Immediate reaction.000 gp Lvl 21 225. Trigger: Someone scores a critical hit against you with an attack which has the psychic keyword. This increases to +2 at 15th level and to +3 at 25th level.EQUIPMENT . Effect: The source of the triggering attack takes half the damage he dealt to you as untyped damage. Power (Daily): Immediate reaction. you are suddenly horrified to discover that they are having lecherous fantasies about you. The silver-and-azure device bleeps poignantly in your hand. a full battle plan unfolds on the inside of these goggles. the tiny devices implanted near your eyes. The instant you see combat starting. over a distance of 5 squares. As you chat calmly with the urbane bandit leader. increasing to +4 at level 16 and +6 at level 26. but false. assumptions about what sort of mutations you have. Only thoughts deliberately sent to the recipient can be heard. 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. Trigger: An ally within 5 squares is required to make a Diplomacy or Insight check.000 gp Lvl 25 625. When you put it on. you feel an odd quiet. using your own modifiers. you stick it in your ear. Lvl 5 1. The wearers of each item may communicate telepathically. You call out orders. fill your mind with an ongoing analysis of every facial twitch and subtle shift in posture. as a free action. For lack of anything better to do. 000 gp Lvl 29 2. you switch to the one next to him.000 gp Table 127 Tactical Assessment Goggles 325 Property: You and all allies within 5 squares gain a +1 item bonus to Initiative checks. You feel an odd tingling sensation as a network of microscopic fibers and invisible machines builds itself into your bloodstream. Reflex. In particular. the goggles flash a warning indicating a high probability of failure. responsiveness. and will fasten themselves to their host. Such torcs improved overall health. both as a fashion statement. Then they might have imagined it. 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. Effect: You may roll a save immediately. The dull silver circlet stings slightly as it extrudes tendrils deep into your jugular.NECK SLOT ITEMS Lvl 9 4.000 gp Lvl 25 +5 125. where they draw off some sustenance. NECK SLOT ITEMS The Ancestors were fond of torcs. and mental focus as a basic feature. Power (Daily): Immediate Interrupt. Since the Cataclysm. Such creatures are usually about the size of child's clenched fist. Trigger: You make a ranged or melee weapon attack against a single creature and miss.EQUIPMENT . An instant before the trigger is pulled. I'll bet none of them ever imagined it would one day be used to defend against a lightningspitting rose bush.000 gp Lvl 20 +4 5. a large number of species have evolved parasitic or symbiotic powers. and as a useful means of generating beneficial biological effects -. Trigger: You become subject to a poison effect which a save can end.000 gp . but many also included useful additional abilities.as blood and nerve impulses passed constantly up and down the neck and spine. Lvl 5 +1 Lvl 10 +2 1. many torcs were designed to magnify or focus latent human psychic powers. 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.625. Effect: You may immediately reroll the attack against a different target.200 gp Lvl 19 105. 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. Many provide some incidental benefits as well. Power (At-Will): Immediate interrupt. unless they had some really good drugs. which were known to exist prior to the Cataclysm but which were much less reliable or powerful.000 gp 625. Just as you decide to fire on the ratoid with the blue hat. increasing to +2 at 19th level and +3 at 29th level. Well. a device implanted there could tap into a wide range of body functions. the silver neckpiece you found in the old ruin glows and pulses. remain the same. Lvl 3 +1 680 gp Lvl 18 +4 85000 gp . Even as the bleeding gash in your leg begins to throb. Power (Daily): Minor Action. but after it saved your life when confronting the blizzard bear. Lvl 5 +1 1. or to take half damage (the resistance of the torc then applies) and have an adjacent creature take the same amount of damage. He tells you things.000 gp Table 130 Icebug Parasite Enhancement: Fortitude.000 gp Lvl 15 +3 25. Power (Encounter): Free Action. George whispers to you at night. 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.000 gp Lvl 30 +6 3. At first. Though the wound remains. the pain is dulled and you can act freely. magnetic fields. Power (Daily) Immediate Interrupt. and Will Property: You gain Resist 5 (Cold). This increases to a +4 bonus at level 22. including when it terminates. The enhancement bonus of this item increases by 1 until the end of your next turn. and Will Property: You gain Resist 5 (Lightning). Reflex. the horrid blue thing that attached itself to your neck disgusted you. you become dazed instead.125. Use this power when you take cold damage. and direct nerve stimulation bolster willpower and allow the user to resist control. Until the end of your next turn. increasing to Resist 10 at 15th level and Resist 15 at 25th level.125. Property: You gain a +2 item bonus to all defenses against powers with the psychic keyword. increasing to 2d6 at 15th level and to 4d6 at 25th level.NECK SLOT ITEMS Lvl 15 +3 25.000 gp Lvl 20 +4 125. These torcs were standard gear for veterans of the psychic wars.000 gp Lvl 10 +2 5. Trigger: You are hit by an attack which does lightning damage. Subsonics. Reflex. All other effects of the condition. increasing to Resist 10 at 15th level and Resist 15 at 25th level. any enemy which begins its turn adjacent to you takes 1d6 cold damage. Reflex.000 gp Table 129 Grounding Torc 326 Enhancement: Fortitude. you've named it "George". Important things.000 gp Lvl 30 +6 3.000 gp Lvl 25 +5 625. Effect: You may choose to take no damage from the attack.EQUIPMENT . and Will Property: If you are dominated. the sudden burst of brilliant lights can break an opponent's focus. it improves your natural healing abilities to protect you against whatever damage does slip past. 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 .NECK SLOT ITEMS Lvl 8 +2 3400 gp Lvl 23 +5 425000 gp Lvl 13 +3 17000 gp Lvl 28 +6 2125000 gp Table 132 Numbing Torc 327 Enhancement: Fortitude. You may save as usual at the end of the turn. and Will Property: You cannot contract a disease of the same or lower level than the torc. It's probable this device was used for purely cosmetic purposes long ago. Even as this neckband defends you against harm. Trigger: At the beginning of your turn. The Ancestors made war on each other with deadly ailments. Reflex. and Will Power (Daily) Immediate Interrupt. You gain a bonus on all Endurance checks against disease equal to the torc's enhancement bonus. Spend a healing surge and add this item's enhancement bonus+1 to the amount healed. 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.EQUIPMENT . Effect: You do not suffer the consequences of that effect during this turn. Reflex. Reflex. Special: At 23rd level and above. but today. and Will Property: Anyone making a Heal check with you as the target gains an item bonus equal to this torc's enhancement bonus. you are about to be subject to the effects of a condition a save can end. 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. Power (Daily): Minor action. this become an Encounter power. and those who dealt with such things often wore these red and white neckpieces. and why not?) also interferes with these implants. if that. in total. you can notice things you couldn't before. When touched to your skin. Reflex. with only slight external signs to show they were even there. and Will 328 Power (Encounter) Minor Action. maybe you can do it again. . 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. Regain hit points as if you had spent a healing surge. you may roll twice and use either result. (Two rings. or one of each. the types of energy generated by enchanted rings (if you are mixing magic and technology. "Well. it's not lupus. Power (Daily): Standard Action. A somewhat disgruntled sounding voice suddenly echoes in your mind." Lvl 12 13000 gp Table 136 Doc-In-A-Box Property: Gain one healing surge. Power (Encounter): Free action. usable on your turn only. leaving behind only a pattern of small silver nodes. 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. Anyway. Until the end of your next turn.tiny machines and systems the size of a finger joint. you can see invisible creatures. and a +2 item bonus to perception checks that rely on sight.. It's an oddly tapered cylinder that hums slightly and feels warm. or two implants. Power (Encounter): When you are entitled to make a saving throw against any condition a save can end. which could attach themselves to the body.IMPLANTS (RINGS) Enhancement: Fortitude. and unlike the time you ate those mushrooms. IMPLANTS (RINGS) Some of the most advanced technology of the Ancestors was also some of the most unobtrusive -. Lvl 15 25000 gp Table 137 Hyperspectral Optics Property: You gain darkvision. Typically. of both. The world becomes a symphony of color. You did it before. Or maybe a painting of sound. so that one may have no more than two.EQUIPMENT . you're pretty sure that all the things you see now are real. No creature can bear more than two such items.. Or something. it suddenly dissolves into liquid metal flows directly into your flesh. Target a creature within 10 squares which has you marked.) These implants usually have a small external feature which allows the user to deactivate and extract them. For reasons manifold and obscure. or the like. due to mumble mumble nanotechnological overlap fields mumble mumble biosystem shock effects mumble mumble. You are no longer marked by that creature. Fortitude. the target takes 1d10+2 force damage and is pushed 3 squares. Thanks to autofactories. These belts were part of a fad pseudo-sport that caught the attention of the world from June 3rd. WAIST SLOT ITEMS Belts are surprisingly convenient things upon which to stack technology. 2309 to June 17th. so a surprising number of them remain to be found. Fortitude. (By the standards of the 24th century. and can replicate a sequence of motions precisely. When using the level 16 model ("The Better Batterer"). or adapt them as needed to a new situation. You start to fall off the cliff. once implanted. the holster begins to make a soft humming sound as the power cell in the gun begins to be supercharged. Property: Gain a +2 item bonus to Athletics and Acrobatics checks Power (Daily): Free Action. That was helpful. Lvl 10 5. but its properties and powers only apply to those weapons which require a UPC to function. using their level +3 vs. . On a hit. this was a long lived fad). Effect: The save automatically succeeds and you do not fall prone. runs receptors and recorders along all of the major muscle groups.EQUIPMENT .000 gp Lvl 15 25. but this belt shoots out a grappling line and saves you.000 gp Lvl 20 125.000 gp Table 141 Charging Holster This holster can hold any one-handed technological weapon. The wearer makes a melee attack. When the blaster slots in. Lvl 2 520 gp Table 139 Auto-Winch Power (Encounter): Immediate Interrupt. Extreme advances in miniaturization and virtually leak-proof microfusion reactors allowed for a tremendous range of useful tools to be placed within convenient reach of human hands. 2309.WAIST SLOT ITEMS Lvl 13 17000 gp Table 138 Muscle Memory Enhancer 329 This device. and increase damage to 2d10+4 and the target is dazed (save ends). the attack is level+4 vs. far more of these belts were created than were needed. Trigger: You must make a saving throw or be forced to move into dangerous terrain. You regain the use of an expended martial encounter utility power. Lvl 6 1800 gp Lvl 16 45000 gp Table 140 Battering Belt Power (Daily) Minor action. shove. When activated. the wires extend and cross your body. You may slide them 1 square instead of pushing them. Power (Daily): Minor action. You must expend a UPC of the exoskeleton's level or higher.WAIST SLOT ITEMS 330 Property: If a gun is placed in this holster with a fresh UPC prior to an extended rest. increasing to +2 with the level 13 version and +3 with the level 18 version. add the listed bonus to the next melee damage roll you make before the end of your next turn. Power (Encounter): Free action.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. increases the damage bonus to +2. bend. 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. the first three shots fired do not consume a charge. etc. at 20th level. If the holster is 15th level. If the holster is 20th level.000 gp Lvl 18 85. the first shot fired will not consume a charge. as noted in the table above. You must push them into an unoccupied square and you still occupy the vacated space. Before making a Strength check to break. all attacks you make with the gun until the end of your next turn gain a +2 item bonus to damage. At 15th level. 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.EQUIPMENT . Not responsible for sudden failure leading to unscheduled landing. 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. giving you considerable support when using your muscles. All shots you fire until the end of your current turn gain a +1 item bonus to damage. This device consists of several small modules linked by wires.400 gp Lvl 13 17. If you do so. this useful belt allows its wearer to make prodigious leaps into the very stratosphere itself! (Promises of stratospheric leaping not covered by warranty. you may add the listed value as item bonus to the check. when it is removed. Property: You gain a +1 item bonus on the attack roll when you perform a Bull Rush. the first two shots fired do not consume charges. Patented by Nowlan & Dille in 2419. and. an item. Force): Use this power as a free action after you successfully Bull Rush a target. You may declare you are doing this after the roll has been made but before the result is announced. Lvl 8 3. Power (Encounter. EQUIPMENT .200 gp Lvl 14 21. From hip to hand in the blink of an eye. The belt provides Resist 5 (all). +7 +8 The user may walk across liquid surfaces at full speed. Use of this power will completely drain the UPC at the end of the encounter. the gun is held fast until the user wants it. Lvl 7 2. Lvl 9 4.000 gp Lvl 19 105. If the jump exceeds the users speed. The belt consumes one UPC per hour of constant use. . with a number of blinking lights and small controls. Power (Daily. 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. Force): The user can supercharge the life support field to provide defense. From Dox Enterprises. When a gun is placed next to it. This force field protects the wearer from extremes of cold and pressure and the belt provides an oxygen recycling system. the user does not need to make Endurance checks against drowning or harsh weather. Just keep an eye on the batteries. 000 gp Table 146 Mag Holster The mag holster resembles a small chrome disk. The belt will run for 5 rounds when the UPC is exhausted to allow it to be swapped out.000 gp Lvl 27 1. Ablative. +9 At the touch of a finger.625. At level 25. At level 15. he does not need to make Endurance checks against vacuum or extreme pressure. a glowing nimbus appears around the wearer. increasing to Resist 10 (all) at 15th level and resist 15 (all) at 25th level.600 gp Lvl 17 65. the user must save when the jump ends or fall prone.000 gp Table 145 Life Support Belt Property: While wearing the belt.WAIST SLOT ITEMS Lvl 4 Lvl 9 Lvl 14 840 gp Lvl 19 4200 gp Lvl 24 21000 gp Lvl 29 105000 gp 525000 gp 2625000 gp 331 Table 144 Leaping Belt Property: The user can jump further than their speed would normally permit. A critical hit will bypass this resistance and render the belt useless until after an extended rest. he may act normally when in areas of high or low gravity... . The label is very clear about that. It is a purely medical device and is not to be used recreationally. With holovids. The fifth level belt adds a +1 item bonus to the surge value. and release endorphins. including a long selection of detailed instructions on the various different ways it should not be used. it is the countless other things they left behind which truly show how much knowledge they had and how much knowledge has been lost. This device uses a range of subsonic vibrations to improve the healing process. It is considered to have a flight speed of 6 but remains within 1 square of the ground at all times. but it's nice to have around when the fighting's done and your new armor is completely stained with blood.EQUIPMENT . if the next action you take is an attack action using that gun. It has no capacity to make attacks of any sort. but does not flank. It occupies its square. Power(Encounter): When you draw a gun from this holster for the first time in an encounter. if it is the first action you take after rolling initiative. Lvl 5 1000 gp Table 148 Butlerbot 9000 The Butlerbot 9000 is a small-sized robot that resembles a floating torso. Power (Encounter): You may draw the gun from the holster as a free action. You can then later retrieve it normally as a minor action. you gain a +1 item bonus to the first attack roll you make. and the 25th level belt adds +3 item bonus. It can carry up to 50 lbs of gear. It can be commanded to move as a minor action. This relic of a more peaceful era is useless in battle. 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 15th level belt adds a +2 item bonus. WONDROUS (TECHNOLOGICAL) ITEMS Or. While it is their weapons and armor which are often most prized. This increases to a +2 item bonus for the 14th level holster. It has defenses of 15 and 30 hit points. If using the 19th level holster. all targets of the attack grant combat advantage to you. 332 Property: You can sheathe a one-handed gun as a free action.WONDROUS (TECHNOLOGICAL) ITEMS This holster can hold any one-handed tech gun. Property: Anyone attempting a Thievery check to remove the gun from the holster suffers a -4 penalty to their roll. fastening it to the mag holster. dull pain. "Where does he get all those wonderful toys?" The world of the Ancestors was one of marvels. A UPC of 5th level or higher will power it for a full week of operation. it sends out a brief. with a 1 square range. Feeding the output of a highlevel synthesizer back into itself does not produce exponentially more food. and cracked bones in. it's already as optimized as it can be. It takes two full rounds to "power up". including cleaning. and the level 28 version for 20. Wood shavings.WONDROUS (TECHNOLOGICAL) ITEMS 333 It is capable of providing all sorts of minor services. Some DMs may wish to not allow any type of "resurrection". This is fine. at the end of this time. Each requires a UPC of the same level or higher to function and each use drains the UPC completely. You watched a ratman test this device. Food produced will not rot for a week. these units are very rare and highly prized by explorers. powerful.EQUIPMENT . The level 8 version produces enough food from the input for five medium creatures for a day. Thanks to extensive on-board databanks. or if you can convince someone to look into it. Obviously. and limited guard duty (It has a Perception score of +5). it crumbles to powder. carrying small items. His head landed five feet from your hiding spot. When activated. it will stop the power cycle if it is moved rapidly. including leaves and bones.) It can be quite effective in delivering a coup de grace to a helpless target. Lvl 8 3400 gp Lvl 18 85000 gp Lvl 28 2125000 gp Table 149 Food Synthesizer Property: This device. and was also commonly used by emergency crews to batter down doors. roughly a foot square and four inches deep. The Butlerbot9000 has a sophisticated command processor which can understand and interpret idiomatic speech.. the level 18 version for 10. doing 3d10 damage and weakening the object's structure so that it gains vulnerability 5 (all). Lvl 6 1800 gp Table 150 Force Ram Power (Encounter): This device was used by the Ancestors for demolition purposes. can convert up to five pounds of any type of organic matter. edible cubes out. The personality module is usually that of a stereotypical "Gentleman's gentleman". Clear! Price: 3400 gp Property: This kit allows you to make a moderate Heal check (use the deceased’s level) to bring back someone who has been dead less than three rounds. so it is generally useless as a weapon (as a safety measure. pulse of gravitic energy that is incredibly destructive to objects. but it has no capacity for creativity or original thought. The revived will be at 1 hit point and will be stunned until after an extended rest. into an equivalent amount of food. it can provide a +2 item bonus to Technology skill checks.. Doing so consumes an 8th level or higher UPC. A UPC will power it for 5 uses. etc. but time and/or alternative programming may produce a distinctly quirky model. swung. however. rotten meat. He assumed it was a telescope and looked through one end as he pushed the button. . A few connections and a little welding. composed of "solid light". A UPC of 10th level or higher will power it for 24 hours of active use. The laser cage requires a UPC and will run for one hour on a cell of its level or higher. or face. Burma-Shave. It will not rise more than 1 square above a solid surface and will thus fall into deep chasms.WONDROUS (TECHNOLOGICAL) ITEMS Ever since you found this. A secondary energy field keeps items from spilling off at speeds of up to 20 squares.000 gp Table 153 Laser Cage Property: This device is usually found as a set of metal and plastic rods. Typical applications included timepieces. a means of embedding functionality into living skin with a mix of chemically active crystal displays and microscopic calculating systems. but they looked really cool. some of these devices may provide a small bit of actual utility: Timepieces can help synchronize actions among distant teammates. They have AC 15. Resist 10 (All) and 40 hit points per square. and that's all that mattered. palm. Now you'll always know what time it is. heart rate and blood pressure monitors ("If the number is blue. and. Anyone attacking them with a melee attack will take 1d10+5 fire and radiant damage. but does prevent movement. It has no motive power of its own. that's good for you. close. and advertising slogans which people would wear to show they were free-thinking individualists. there's a small line of text circling your wrist. or area attacks. It stings for a moment. Health monitors might give a +1 bonus to Heal checks performed to aid in recovery from disease. It is usually found with a small plastic device that is linked to it and controls it. if the number turns red."). presto! A wall of brilliant energy to keep things out or in. random sayings and quotations from various sources. The wall does not block line of sight or effect. The functionality was limited. Lvl 11 9. and that you should always drink Coke. you haven't had to leave anything behind. but will follow the bearer of the control at a distance of 1 to 3 squares. it produces a Wall 10 squares long and up to two squares high. it floats two feet in the air and can sustain weights of up to 500 lbs. you're going to be dead. One such was the TatTech (tm). and adding a new one deactivated the old.EQUIPMENT . or for 24 hours on a cell of 5 or more levels higher. Calculators could give a +1 bonus to some checks in skill challenges regarding engineering or business issues. . In rare circumstances. but when it's done. If the control unit is more than three squares away it will power down. The bars can be attacked by melee. When activated. regardless of how much weight is on it. Lvl 1 360 gp Table 152 Implantable Devices Property: The Ancestors had a number of tools which owed more to style than to substance. geometric patterns and designs. Once set up (which takes a short rest). simple calculators. etc. which can be laid out and connected as desired. Lvl 10 5000 gp Table 151 Gravitic Wagon 334 Property: This "wagon" looks like a grey slab of metal three feet long and a foot and half wide. The "readouts" for these devices usually appeared on the wrist. it might trigger traps relying on visual sighting or trick an enemy into an ambush. While it has no weight and is not solid. Lvl 12 13000 gp Table 155 Portable Bridge Power (Encounter): Using miracles of materials science. or a swarmhound that has no bees. at first. and will set up a loud barking if anyone other than an ally approaches within an 8 square radius of where it's positioned. Then you find the hidden switch. Thievery (disabling traps or opening locks). uh. The main function is to serve as a watchdog -. tipping. increasing to +3 at 15th level and to +4 at 25th level. (DC 18 Technology check to detach a bridge placed by someone else.000 gp Table 154 Microtools Property: These devices contain microscopic tools composed of memory metals and self-assembling machinery.. It has a passive perception of 25.) . DC 23 if there's anyone on the bridge. and it blossoms into a set of picks. unfolds into a bridge up to 6 squares long and 2 squares wide. capable of supporting 1000 lbs. and it cannot flank and does not occupy a square. this small device. Sensors in the bridge detect edges and the bridge latches itself securely to both sides of gap.. and so on. Technology. With a simple command. like a bit of decorative jewelry. but it can keep watch and alert you to anything which approaches.000 gp Lvl 15 25. usually a larger species such as a doberman. perhaps an ornate cloak-clasp of the style which was popular during the time before the Cataclysm. something. it's a box about a foot square and six inches thick. and will not extend if it cannot find a firm grip within its range. 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. compression.. (The projector is a tiny ovoid with no significant weight.200 gp Property: This item creates a holographic dog. Lvl 9 4. It's no good in a fight. Uncompressed. due to safety measures. this tiny ovoid of metal creates the image of a small. or removing the bridge by force is a DC 30 Strength check. Heal. probes. such as Athletics (climbing). allowing you to avoid the hungry swarms below. and other nifty buzzwords. The tools grant a +2 circumstance bonus to appropriate skill checks..) Compressed. The microtools do not look like tools and are effectively weightless.000 gp Lvl 25 625. scanners. Activating or deactivating the tools is a minor action. Upending. it spans the gap between two teetering ruins.. Sort of like a wolfoid that walks on all fours. self-assembling components.it can be easily taught to recognize up to 8 allies.EQUIPMENT . compressed into an extremely innocuous form. Lvl 5 1. and other things useful for getting into places people don't want you to get into. easily carried in a backpack. Versions exist for any skill or use of a skill which can benefit from tools. It is considered to be a conjuration with all defenses at 18 and 1 hit point. The bridge will remain in place until the owner of the device retracts it.WONDROUS (TECHNOLOGICAL) ITEMS 335 It looks. It can move up to 10 squares from the item which projects it. 400 gp Lvl 12 (Medium) 13. Breaking the connection by force requires a DC 27 Strength check.EQUIPMENT . This device consists of a coil of thin white elastic and a monocle. or of the encounter. find where you want the rope to attach. Once a stasis box is sealed (it requires a UPC of its level or higher to activate and consumes the entire charge). and never reaches the end or beginning of its turn. which meows at you curiously. and 4 tiny metal and plastic spheres about the size of a marble.000 gp Table 158 Stasis Box Property: A stasis box is a marvelous invention. The material of the box can be considered "time proof" -. The bugs have a flight speed of 15 (hover). at least not as such. but now your tiny metal friends fly where you tell them. it can support up to 5000 lbs and will remain attached until the monocle is used to disconnect it (a minor action). Lvl 11 9000 gp Table 157 Smartrope Power (At-Will): Standard Action. Lvl 4 (Tiny) 840 gp Lvl 8 (Small) 3. Unless there are exceptional circumstances such as heavy winds or a surface designed to repel adhesives. it's "Ultra Tech". Really freaky looking cat. Look in the monocle. Safety protocols prevent the rope from attaching itself to a living being. 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. and toss out one end. one which relies on principles which cannot be easily identified or described.WONDROUS (TECHNOLOGICAL) ITEMS 336 It took weeks to completely understand the mystical commands and strange symbols needed to control these devices. no roll or check is necessary to site a location and toss the rope to connect to it. switching from one bug to another is a minor action. The old tunnel complex had been sealed since the Cataclysm. Smartrope is typically found with a targeting monocle.time cannot pass through the box to the inside. and out pops a cat. etc. Once it has attached itself. click a tiny stud on the eyepiece. but a fortuitous earthquake breached it.only two eyes and no tentacles? Poor thing must be a mutant. etc. In other words. and you can see through their eyes. He can then see and hear as if he was standing where the sphere was. Commanding the bugs is a move action. (Spotting a bug is a DC 24 Perception check. 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. An object in the box has no awareness of the world. too -.) A UPC of level 18 or greater will power the device for one hour of continuous operation. By looking through the monocle and finding a location within 20 squares. the user can command the spheres to fly anywhere within 45 squares. The bugs have defenses of 20 and 1 hit point. Once the device has been mastered. Lvl 18 85000 gp Table 156 Scrybugs Property: These units consist of a small pair of goggles which contain a HUD. pure "science fantasy". cannot takes actions or make perception checks. . You open a small crate. No living thing has been here for centuries. no time passes within it. very rare. and the like. the box becomes useless. Lvl 9 160 gp Lvl 19 4200 gp Lvl 29 105000 gp Table 159 Ablative Foam Power (Ablative. organs. or amusement. The boxes can be attacked and damaged. and which ideally come in multiple uses. harm. Beyond that. . which can be processed into useful substances by the talented. and so on. but when active are the size listed. obviously. secretions.CONSUMABLES 337 A tiny box will hold a tiny object. (This is another fun part of opening a stasis box -. when they are "destroyed". they begin to leak time. healing. Consumable): Short Rest. These are generally designed to explode if they are reduced to more than half their hit points by force.some were used by security squads to contain explosives ticking down. roll a saving throw. well. Organs for transplant. Apply this foam to any armor. You gain Resist (All) to any attacks which target Armor Class equal to the amount shown below. Stasis boxes were. explosive demolition. The level and value given here is a reflection of their game mechanical utility more than how easy they are to find. but past experience has shown it will last for only a moment.) Because the boxes are relatively easy to damage or break (at least with pre-Cataclysm tools and weapons). "Ammunition". guns. critically wounded patients. thus. Ammunition is covered under. On a failure.EQUIPMENT . medicines. but destroying the box does not instantly harm what is inside. or by terrorists setting a bomb with a second or two to spare and then setting the box where someone would open it. short half-life elements. The spray of light foam quickly congeals to a substance harder than iron. The boxes can be flattened for transport when empty (all become tiny size). 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. CONSUMABLES There's quite a lot of items which are one-use only. though. In addition to the relics of the Ancestors. the world of Earth Delta is filled with mutated glands. though it can now be attacked normally. Each time it is opened. and other items designed to be quickly expended. destroying the contents completely. chemicals in the midst of a rapid reaction. Usually. they were rarely used for items such as jewels. TECHNOLOGICAL CONSUMABLES Technological consumables include grenades. and a medium box a medium object. above. stasis boxes were used to preserve materials which were prone to decay or otherwise very time sensitive. The time shielding of a stasis box is unstable. there's a huge range of things which can provide temporary boosts. small and medium boxes are not exceptionally portable. or data chips. a small box a small object. In the fight against the Omega Machine. every little bit helps. ablative shielding. CONSUMABLES Level 9 19 29 Resistance 5 10 15 338 After you consume the pill. a small bonfire level 3. Consumable): Minor Action. creating a zone which will last until it ablates. When tossed towards heat. 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) . (The DM should set the level of "normal" fires -.any creature with the "fire" keyword (such as thermites) entering or starting its turn in the zone will be attacked as follows.EQUIPMENT . and you casually sidestep lasers and duck beneath flying shrapnel. 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. Any fire zones or conjurations within the zone are removed with they are of the same or lower level than the foam. In addition . Reflex +11 vs. a blazing furnace level 6. Level 3 8 13 18 23 28 Attack +6 vs. Zone): Standard Action. Reflex +31 vs. these pellets explode in a Burst 1 within 10. Gain the value listed below as an item bonus to Reflex defense. Any creatures in the zone suffering ongoing fire effects may save at +2. Reflex +16 vs.a campfire is level 1. and so on. Reflex +21 vs. Reflex +26 vs. This drug helps keep the user focused and alert. 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. the world seems to drift into slow motion. 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. Reflex +23 vs. You may use these grenades to make an area attack. using the following statistics. though. Level 5 10 15 20 25 30 Attack +8 vs. The attack targets all creatures in the burst. that's easy.. . Standard Action.. you feel your mind hardening against all distractions. Level 5 10 15 20 25 30 Bonus +1 +2 +3 +4 +5 +6 "Pull pin and throw. consumed in the attack.EQUIPMENT . Consumable): Minor Action. Reflex +28 vs. When you swallow it. This drug helps keep the user focused and alert. Reflex +13 vs.CONSUMABLES 339 The tiny capsule holds a blue liquid. Each grenade is. what's left behind is a bloody mess. which quickly dissipates. obviously. Gain the value listed below as an item bonus to Will defense. You're not sure how much damage that little pin will do when it lands by the enemy. 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." Well. and when it dissipates. but the 'fog' is composed of a million coils of unimaginably sharp wire. 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). Reflex +18 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. .). was one of the most common pieces of medical equipment the Ancestors used. Each ampule heals twice the listed number of hit points without requiring a healing surge. When the small cylinders are placed into an active wound. sold under a variety of brand names. coagulants. the zone created by the attack is difficult terrain. Reflex Burst 1 within 10 2d8+2 14 +17 vs. leaf. The regeneration effect is ablative. no more! Get out those dissecting kits. There's gold (or at least potion parts) in them thar muties! The components for making consumables come from harvesting corpses. consumed in the attack. but damage is halved and there is no effect on a miss. Each grenade is. obviously. DMs who find this aspect of play a bit too grizzly or simply too persnickety may. Reflex Burst 3 within 15 5d8+6 Monowire grenades ignore all resistances except insubstantial. folks. or they can be bought in most larger communities. Following the spirt of the age. this is noted in the creature entry. Specific creatures often have components particularly useful for particular consumables. pulped). and any creature entering it or starting its turn in it is attacked as above. Until the end of the encounter. it consisted mostly of random tables for the type of body part (organ. leaving out all the cool things you could do with mutated plant and animal parts. One of the earliest bits of "game design" I remember doing was a set of rules for "body part treasures" in Gamma World. You place the tiny ampule in a wound. Zone): Standard Action. The attack targets all creatures in the burst. using the "Skin and Gut" technique. Reflex Burst 2 within 10 4d8+3 24 +27 vs. and how it was prepared (burned. of course. it dissolves.EQUIPMENT . they release a swarm of healing agents. and cell knitters which dramatically accelerate the healing process. Reflex Burst 2 within 15 5d8+4 29 +32 vs. You may use these grenades to make an area attack. Healing): Minor action. It always seemed to me that there was a big gap in the "Equipment lists" for post-apocalyptic games. bark). Level Attack Area Damage (Half on miss) 9 +12 vs. Well. etc. MUTATIONAL CONSUMABLES There's a bit of a backstory here. Consumable. Reflex Burst 1 within 10 3d8+2 19 +22 vs. keep all components "generic". powdered. blood. Power (Ablative. and then grants regeneration at the listed number (2 at level 6. and you feel a rush of health. As soon as your blood touches it.CONSUMABLES Lvl 9 160 gp Lvl 24 21000 gp Lvl 14 800 gp Lvl 29 105000 gp Lvl 19 4200 gp Table 164 Monowire Grenades 340 Power (Consumable. and what it did when you consumed it (usually something good). 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. using the following statistics. 4 at level 11. Reflex 15 Ranged 10/20.. 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. Essence Of Shockadillo Oooo. other than the primary target. 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.. that makes you all tingly. +8 vs. If the secondary attack hits. Psychic): Standard Action. +13 vs. If the secondary attack hits. Reflex 25 Ranged 15/30. If he is attacked. Once. 4d8+6 lightning damage and make a secondary attack against a creature adjacent to the primary target. make a tertiary attack against a creature adjacent to the secondary target . +18 vs. 3d8+4 lightning damage and make a secondary attack against a creature adjacent to the primary target. causes your skin to become various shades of splotchy green. 2d8+4 lightning damage and make a secondary attack against a creature adjacent to the primary target. before the end of the current encounter.. Reflex Hit 1d8+4 lightning damage and make a secondary attack against a creature adjacent to the primary target. Reflex 10 Ranged 5/10. but it cuts down on how much food you have to carry. make a tertiary attack against a creature adjacent to the secondary target . the target is immobilized and cannot make attacks (save ends both). other than the primary target. After consuming this foul-tasting yellow sludge. +23 vs. Reflex Ranged 15/30. Reflex 20 Ranged 10/20. blue. 30 Mindfog Powder A blast of this grey-violet powder. or at least change color somewhat if you were orange. . On a hit. as a standard action. your body becomes supercharged with electrical energy. If the secondary attack hits. other than the primary target. Lvl 1 15 gp Level 1 Power (Consumable): Short Rest: Spreading this gloppy.CONSUMABLES 341 Algal Symbiote It's not easy being green. +33 vs. you may make the following attack: Level Attack 5 Ranged 5/10..EQUIPMENT . 5d8+6 lightning damage and make a secondary attack against a creature adjacent to the primary target. and allowing it to sink in. +28 vs.. 6d8+6 lightning damage and make a secondary attack against a creature adjacent to the primary target. make a tertiary attack against a creature adjacent to the secondary target .. or spotted to begin with. the effect ends immediately. verdant. Lightning): Minor Action. ooze on exposed flesh. You do not need to eat or drink today if you spend at least two hours exposed to direct sunlight. and your opponent stares into blissful nothingness.. area burst 1 within 5. using the attack bonus noted above for the level of the item.. Make an attack vs Will. things of tremendous grace and speed if power can be provided. Unfortunately. and 5d6 at 2d6th level.. A few examples of both are provided here. If the attack hits. This odd concoction adds the listed number as an item bonus to Reflex defense. They are not commonplace in most communities and it's very rare to find someone with the right talents. The speed bonus does not trigger the ablative safe. if you do not move at least half your speed during your turn. any creature which begins its turn adjacent to you of Thermite Oil Level +2 vs. as per the Heritage Mutation. or for five minutes. Consumable): Minor Action. Psychic): Until the end of the encounter. Lvl 10 200 gp Power (Consumable. NEW RULES Driving and Piloting Characters are not assumed to know how to run a technological vehicle. you gain Telepathy.. Fire): Minor action. However. The Vehicle Proficiency feat is required to take on the role of pilot or driver for any technological vehicle. he shares the experience with the rest of you. You'll get him for that. held together with duct tape and prayer. it takes 1d6 fire damage. 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. 3d6 at 16th level. VEHICLES Aside from animal-drawn carriages and simple wooden sailing craft. only being included in an attack which targets Reflex will. but not as much as it burns those around you. you suffer a -2 penalty to Will defense and all attack rolls until the end of your next turn.miraculously preserved relics from before the Cataclysm.VEHICLES 342 Mongoose Blood Probably not made from real mongooses. Power (Consumable. Increase this to 2d6 at 11th level. Pureed Ganglia Level 10 You watch your ally drinking this. once you quit retching. . and try not to think about where it came from or what it might taste like. and bizarre hodgepodges of scavenged parts. carefully stored in sealed ceramic containers. Reflex. and you also gain a +1 item bonus to Speed when you take the Run action. there's two rough categories of vehicles remaining on Earth Delta -. as soon as he's done. 4d6 at 21st level. Until the end of your next turn. 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.EQUIPMENT . burns somewhat when it touches your skin. often ancient antiques even before the cataclysm. or starting to move at. even one built from the rusting parts of a dozen wrecked craft. Space 4 squares by 2 squares. is the Giant Aerial Pufferfish. or a sailing ship.VEHICLES Combat and Non-Combat Speed 343 Many technological vehicles travel dramatically faster than a chariot. Because of the quirkiness and age of all engine systems. Power for any kind of technological vehicle. Switching from combat speed to non-combat speed requires a standard action. Fortitude: 13. but the driver can take no other actions or the vehicle goes out of control. and affix gondolas to them. is rare. a combat speed and a noncombat speed.) Ingenious tinkerers and technicians have cobbled together bits and pieces of various engines. Some cultures have found ways to capture and train these creatures. Then it moves . The Sky Fugu is not a particularly strong creature. there will be no refueling stops en route. The sky fugu can rise or fall up to 2 squares per turn. Fly 6 (Hover). During the vehicle's next turn. and fully adapted to breathing air. such vehicles usually sit in the vaults of would-be kings or are abandoned and immobile in the ruined cities.EQUIPMENT . which it can adjust via inhaling or exhaling. Thus. Load Four medium creatures or 800 lbs of gear. The sky fugu cannot safely come closer to the ground than 2 squares nor rise more than 20 squares above sea level. All vehicles which require power specify what power source they use and how many hours of travel they can get from it. covered in poisonous spines. a statement which is eyebrow raising in itself. Overland Flight 10 Pilot Controlling the Sky Fugu requires poking its underbelly with a sharp stick or whacking it hard in various sensitive spots. as they were never intended to use them as a primary power source. creating slow-moving but usable flying machines. but drain them rapidly. Power Tech vehicles require power. but these have their own issues. Passengers and crew on a vehicle moving at. where they will find new hosts. in addition to the pilot Out Of Control An out of control Beast Blimp continues to drift in the same direction for 1d4 turns. On the turn following (the second turn after declaring the switch to non-combat speed). it moves at its non combat speed. or Sky Fugu.) The pilot and passengers ride in a gondola slung under the beast. and its internal bladder has a tendency to explode. just its batteries. many vehicles have two speeds. a wagon. It is some twenty feet long. (Such explosions scatter reproductive spores to the winds. which explains how the species isn't extinct yet. vehicles rarely travel far from their community of origin. to create alcohol powered engines. Many of the Ancestor's craft required sources of power which no longer exist or which are extraordinarily rare. Beast Blimp Huge Technological Vehicle HP 50. It is filled with a bouyant gas that enables it to float between 10 and 100 feet above the surface. A few run on power cells. (Consider a 21st century hybrid car with no gasoline. non-combat speed suffer a -10 penalty when attacking any targets outside the vehicle. such speeds are nearly useless in battle. BEAST BLIMP One of the odder creatures to be found in Earth Delta. the vehicle moves its full non-combat speed and probably leaves the field of battle. Cost 10000 gp AC: 12. Reflex 8 Speed 0. However. Cross-country trips are not to be undertaken lightly. There were dozens of models and types. Cost 12000 gp AC: 12. this one is just a typical "family car". Fortitude: 15. which will let them ignore some types of difficult terrain. letting him position it a few miles in the air. lacked any kind of flight mechanism. It then powers down and cannot be restarted without a DC 20 Technology check. Power A glidecar can travel for 1 hour at non-combat speed using a 12th level Universal Power Cell.VEHICLES randomly. Reflex and 3d6+3 damage. and even centuries of rot and decay heaped upon built-in planned obsolescence has not eliminated them from the world. it explodes in a Burst 3. Any passengers or crew are automatically hit. actual free-flying craft licensed to any random individual proved to be fairly problematic. but may cause other types to become impassable. but combat quickly overwhelms them. but it can hold three medium creatures beyond the driver.almost as many as there are riders. per se. however. Glidecar Huge Technological Vehicle HP 80. but a few can be found in almost any center of what passes for "civilization" nowadays. This term applies to a very broad category of craft. The DM has final say based on the nature of the terrain. 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. cause the Beast Blimp to lose 1 square of movement. Glidecars were manufactured by the hundreds of millions. Out Of Control An out of control glidecar activates its safety features and stops immediately. nor could they easily be hacked to add one. Every ten hit points of damage. which takes 5 minutes per check. (See the Earth Delta Mutant Manual). with many different variations and types -. as it was quite easy to override automated safety systems and it was soon found that giving someone 2 to 4 tons of mass. Reflex 13 Speed 10 combat. 120 non-combat Driver A driver can use one hand to control the glidecar. . which allowed it grow to the size of a horse and start electrocuting people. Load There is storage for 250 lbs of material in addition to a full passenger load. reducing wear and tear on roads and giving the nearly-extinct armadillo a new lease on life. Glidecars. They are not common. but they did use highly focused gravitic fields to skim a few feet off the surface. 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". with attack of +12 vs. 344 GLIDECAR For somewhat obvious reasons. Difficult Terrain Glidecars hover about one foot off the ground. Space 3 squares. When it reaches 0 hit points. SCAV CYCLES One of the most common types of "new" vehicle found on Earth Delta is the Scav Cycle. even when the technology to build flying cars became cheaply available. Gasbag The body of a Sky Fugu does contain layers of tissue to control minor leaks. Crew Only one person can drive the glidecar.EQUIPMENT . after the first 10. each passenger not carried adds 100 lbs to the capacity. VEHICLES 345 Scav cycles are rugged vehicles. They ignore difficult terrain.serving scouts or outrunners of a mobile force. Unbalanced If a scav cycle is subject to forced movement. WALKER Originally designed more for recreation than serious military use -. Light scav cycles are commonly found -. . the driver will focus on driving while the passenger uses a ranged weapon to take out hostiles. An alcohol fuelled scav cycle can travel for 1 hour at non-combat speed on a gallon of fuel-grade alcohol. 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. Walkers have a rectangular cabin mounted atop two or four robotic legs. and while they're not cheap by any means. Typically. They will lower the cabin to ground level for easy access. Strongholds. and unreliable. they can cover in a day what might take weeks or months using other means of transport. he must make a saving throw to keep the vehicle from going out of control if either he or the cycle takes damage. Alcohol power scav cycles are typically the prize possessions of stronghold communities with a decent distillery set up to keep them running. usually two wheeled but occasionally three wheeled or mono-tracked. they are cheaper than any other high-tech vehicle. and so survived the Cataclysm in greater numbers than the more practical military machines that were often stationed near primary targets. If this fails. another to mount it and begin it moving again. Some use fuel-cell engines retrieved from the wrecks of otherwise useless hulks.EQUIPMENT . then stops.) The driver and any passengers are prone in adjacent squares. bandit gangs. the driver must make a save. who can use both hands. finicky. given fuel and a good mechanic.these bipedal machines were often used in the deep wilderness for exploration or vacation. others run on alcohol. they must make a DC 15 Acrobatics check or be placed prone and adjacent to the vehicle.to the extent any powered vehicle is common -. They usually are sent no more than a few miles from the main body. Fortitude: 15. Power A scav cycle can travel for 1 hour at non-combat speed using a 6th level Universal Power Cell. at the end of the forced move. Difficult Terrain Scav cycles are designed to cover rough ground. 100 non-combat Driver A driver must drive the cycle with both hands for optimal control. Light Scav Cycle Medium Technological Vehicle HP 40. If he chooses to use only one hand. 100 lbs of gear. If the rider is damaged by a melee attack. Crew A scav cycle can carry one other rider. Still. close enough that the vehicle can be hauled back for repairs if it's damaged. Cost 1040 gp AC: 12. Space 1 square. (Move action to right it.a simple grav tank being far more efficient -. which are assembled from whatever parts can be found. Reflex 10 Speed 10 combat. Load Two medium creatures. at -1 for each square of forced movement. or one medium creature and 200 lbs of gear. All are notoriously noisy. the scav cycle stops in the final square and is considered prone. Out Of Control An out of control Scav Cycle moves forward at full speed. and can stand fifteen feet tall when striding. (Basically. it powers down and lowers the cabin.) Load Four medium creatures and 400 lbs of gear. Power A walker can travel for 1 hour using an 8th level Universal Power Cell. the following is a typical baseline model that might be found patrolling the outer perimeter of a particularly well-off Stronghold. Overrun A walker can pass through squares occupied by enemies of Medium size or smaller.VEHICLES 346 and tech-savvy Cataclysm Cults have modified and enhanced them in a variety of ways. Walker Huge Technological Vehicle HP 80. Dex+3 vs AC. Fortitude: 16. If such an attack is made. and slide target one square. Walkers typically mount some sort of high-tech weapon which a gunner can use. 2d8+6 damage. Weaponry A gunner on a walker can make the following attack as a standard action: Area burst 1 within 15.EQUIPMENT . Out Of Control An out of control walker moves forward full speed and then rolls a saving throw. On failure. Crew A typical walker needs no other crew. Difficult Terrain Walkers ignore difficult terrain and obstacles under 5 feet in height. 3d6+4 damage. On success. It cannot swim or climb. the walker may make a basic melee attack as an immediate reaction: +15 vs. AC. The cabin provides cover for those inside it. the model described above has a launcher which fires explosive bolts of energy. . This does provoke opportunity attacks. Athletics A walker is considered to be a Large creature with an Athletics bonus of +14 for purposes of jumping. Enemies directly adjacent to the walker's spaces cannot be seen by those in the cabin unless they choose to forego this cover. they have to stick their heads out the windows and look down. though a gunner is advised. Reflex 8 Speed 10 combat Driver A driver cannot take actions other than controlling the vehicle. doing 2d10 damage to all occupants. Cost 10000 gp AC: 14. Space 4 squares. it falls over. I am not trying to make a broken and unbalanced game and declare "It works fine as long as the DM ignores half the rules!" To the extent it's possible within the bounds of playability and verbiage. and it's easy to assume everyone can just use the same stuff all the time. and while there are many places where specific things to watch out for and consider are called out. it's a broken. terms like "Judge" and "Referee" were used. simply too many combinations and possibilities which can call a general rule into question and which require human judgment. However. Everyone is a small or medium humanoid (and small has very few effects compared to 3. I heartily support what is sometimes referred to as the " Viking Hat DM ". irradiated hellhole filled with insane cultists and deformed mutants. and there are generally no more than a handful of broad guidelines for bonuses or penalties. The DM is well within his rights to rule some things just can't be done without advanced technological or mutagenic means. and the Heritage Mutations are close to a "Build your own race" system. or "Leave and never darken my door again!". The DM should not be afraid to say "No. There are. "Hell. but it's still yours. it also tries to not drown the game in minutiae which will need to be constantly updated and changed as new details and options are added. That said. The ultimate arbiter is the Dungeon Master. not the rulebook.or if he just feels like it. INTRODUCTION This section contains a mix of useful advice for the DM. A specific rule banning or permitting something can and should be overruled by the DM if specific circumstances make the rule less applicable -. such as an Ent-like talking oak passing itself off as a jaguaroid by throwing on a black velvet cloak and rolling a Bluff check. "Is this plausible?" and "Does this make a good story?" are neither mutually exclusive nor perfectly overlapping. and both should be considered when deciding how to interpret rules. if the DM doesn't think it should be so. these aren't exhaustive. . no!". RANT THE FIRST: ON DMING Earth Delta is a game with a lot of possibilities. Earth Delta takes a much broader approach to what's possible and what's playable.INTRODUCTION 347 DM's Guide You are the god of this world.DM'S GUIDE . special mobility options are rare. however. Sure. keep this in mind: The lack of a specific rule banning something does not mean it's possible.5). Armor costs as much for a halfling as it does for a dragonborn. Earth Delta is written with the assumption the DM is an active and willing judge of what can and can't be done. ruined. There are many possible combinations of powers. as well as mechanics and rules related to worldbuilding or running the game. things are balanced. Before the term "Dungeon Master" or "Game Master" became standard.". and there's no actual rule which says they can't swap suits freely. or at least it's supposed to be. A large part of Fourth Edition design doctrine exists to make it as easy as possible to have a party which can operate with as few special case rules as possible. but it fell into the category of "Unless explicitly noted otherwise. Even so. another hand. Much of the time. a DM will simply take the assumption as given and then work with it. However. it's like handing DMs -.) I view this as a serious mistake -. and histories which are far more intrusive than any prior edition. Assuming these rules are ever finished and are then well-received. of course. and one crayon." THE "ASSUMED WORLD" To some extent. and it ought to be encouraged. empires. Often this is simply implicit -. A DM could change this at will. far enough in the future that sentient robots. you have a lot of bland. statistics.") D&D Fourth Edition decided to make the Assumed World much more explicit. Original D&D. though that setting is painted in very broad strokes. What I intend is to make sure there's just enough defined and stated to provide a common basis for communication. ("OK. nothing is absolute for your campaign. and I didn't even like those. more importantly. Since I get to write all the fluff text for Earth Delta. you can color in the brown parts. and saying. no player race is balanced around "They get a -2 to Diplomacy because everyone hates them" or the like. This sort of thing is generally disposable. or a "Magic and Mutants" game which more explicitly blends the two genres. (The Greyhawk gods in 3e. neither is what this is.. and no one is going to come round to your house and kill you if you decide Bloodgers don't have a weird Arthurian fetish going on. monster descriptions include some hints on culture and geography for the various creatures. Cataclysm Cults are noted as being especially prevalent in some regions. not downplayed. Sometimes. contains an "assumed world". while not outright saying so. Assumed worlds are generally so implicit and obvious that you tend not to notice them. it means saying "No. There is. All that being said. I might like to do "Grim-and-gritty near-future disaster" rules. a baseline which underlies most of what is written. "Here. The exact year of the Cataclysm is irrelevant and unknown. Maybe there was some big war in the past.DM'S GUIDE . 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.. flavorless... and creative. Creating worlds is the best part of DMing. creating gods. That is that if you leave out any hint of setting or background altogether.a coloring book with 90% of the coloring done. Make sure you color them brown. The answer: Not very. implied a world where humans. dwarves. every RPG. shared a common tongue.THE "ASSUMED WORLD" 348 Just remember: Your ultimate job as the DM is to make sure the players have fun and you have fun. elves. Of course. and. It has a fairly well defined assumed setting. explicitly or not. Thus.for example. unwritten." This probably derives from the explicit desire to downplay worldbuilding and to try to get DMs to focus more on running adventures than on being creative. making sure the players have fun means being open. Thus..". so Dwarves and Elves have Antipathy towards each other. and very little of what is assumed is hard-wired into the rules in ways which will break balance if it's changed. and hobbits halflings were familiar with each other. flexible. who might not "get" this whole "world building" thing -. here are the key assumptions used in Earth Delta: Timeline: The Cataclysm happened sometime well after the 21st century. hand-held laser pistols. I think that's a grievous error. I get to decide how "explicit" the assumed world is. Sometimes. not making the players sit back while they enjoy the brilliant novel you've written about their characters. for example. Earth Delta isn't a "Generic post-disaster role playing game". were not nearly as interwoven in the rules as the 4e gods are. and generally didn't freak out when they saw a member of another race. and so on.especially new ones. but I tend to put it at around 2500 . and anti-gravity cars were commonplace.rather than being a gentle nudge for DMs to fill in the gaps. while still spending plenty of time killing things and taking their stuff. make that Lady Gaga or something. Almost any humanoid animal. In these areas. It is also possible that some areas of the world have become just a bit more civilized. There may be perhaps two or three cities of over 5. and these only recently reached such amazing population. Such settings allow for campaigns which deal with the new world being born as much as they deal with the old world in ruins. Here's a few options and alternatives to help get ideas perking. when there's just enough civilization that trade routes are beginning to form.000 people in large regions. that the first new nations are rising -. for instance. By default. and safety. In a few places. it has been a long time since the Cataclysm. There are dozens of sentient species. such as Bloodgers. but my personal timeline is that 250 years have passed. Other possible terms include Ancients. The World Before Cataclysm: A world of incredibly advanced technology. long enough for new life to evolve. no exact times are given or needed. the Annihilation Army Fury. but not global peace. The State Of The World: The last few centuries have been utter hell. 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. . However. ignore. can be part of the Beast Legion. Some form of intelligent being is likely to be found in any locale. or add to the Cults. and the Cataclysm. Ancestors This is the term I use for "the people what lived before everything went to hell". This exists partially because it's very likely to happen. and so on. of course. termed Strongholds. but you shouldn't feel bound by them. This creates a vast "black hole" of knowledge between the first decades of the 21st century. plotting against each other. the interaction with the rules is kept very limited. Precursors. 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.now is the time when tiny strongholds are starting to see what lies over the next hill. Most of the Cult monsters can be lifted from their framework and used wherever. with very little ever committed to media which could survive the loss of technology. but one which worships a faded poster of Marilyn Monroe has much more cultural impact. Most of the world remains wilderness. (For you gawdamn punk kids in the audience. is a great "rampaging ogre" type monster. they are also common. Terms: There's a few setting-related terms I toss around in the game. the last time non-electronic media was widely used. as was armor.) Cataclysm Cults: There's several Cults explicitly listed. The largest settlements. while communities are small. espionage. a few Strongholds placed relatively close together have begun the process of forming trade agreements and limited alliances. there's places where there's a vague sense of law. though you may want to consider how extensive genetic engineering and/or cybernetic modification was. much of what people think they know of the world is centuries out of date.and. Further. and they are scattered everywhere. Almost all information was digital. either wandering or dwelling in small villages. On the other hand.DM'S GUIDE . or nation-building. Weapons were common. Most sentients live in tribes. usable anywhere that archetype is needed. survivors to form new societies. where there are borders beyond 'step outside the campfire and you die'. Most of the population was concentrated in immense mega-cities. these were unmutated humans. There are no great nations. Again. and things are now just getting to the point of purgatory. territories are being defined. order. Forgotten.THE "ASSUMED WORLD" 349 AD. which have to be consistent in this document so people know what I'm talking about. making it easy to change. and Architects. As such. hold a few hundred to a few thousand people. where you can engage in politics. Builders. and a slight sense of stability to take hold -. you will also know one related language. 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 Void.THE "ASSUMED WORLD" Cataclysm 350 The big one. 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. halt. and the Burning. are free to vary. but how many languages are there? While you. 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. playability. the Chaos. So we come. change. when there's more than ten mutually incomprehensible languages on most small regions of Earth. the DM. or ignore this. the unified tongue of Earth.DM'S GUIDE . 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. But I love the idea of languages. but the general assumption is that almost any weapon imaginable was employed and such weapons could reshape landmasses and lifeforms with equal ease.. despite a lot of trying. here's how languages work in Earth Delta: Following the Cataclysm.. to Earth Delta. the complexity and variety of them. editorial/rant on languages. On that ever annoying other hand. the Shadow Time. I love languages. or despite the "hundreds" of languages. hopefully quick. frustrating. the Cleansing. Obviously. I love how language shapes culture and gives a sense of reality and history to things. In real life. and this is what Common is. the Big Death.but the diversity of tongues is growing. actual play. such as Growl. the Breaking of the World (or just the Breaking). LANGUAGES Time for another. everyone has a universal translator or knows Common Tradetongue. The need for some sort of base speech to handle "We give you gold. finding a document written in Deep Mountain Dwarvish. shattered and mutated just as life did. 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. Firstly. the Unknown. I am very deliberately vague on any details. game design. simulationism. such as Canine. the core languages of Fourth Edition mostly don't apply here. the DM constantly stymies/frustrates players with plot-important NPCs speaking languages the PCs don't know. evolved out of fragments of dominant commercial languages such as English. you also know some regional language which may or may not have a close relationship with it. or being told someone has an accent that hints of the elves of the southern continent. if you know one of the primary creoles.. Whatever made the world what it is. So called because very little is known of this era since so little was recorded in a way which survived the Cataclysm. the Ruin. these make a game world come alive to me. In fantasy games. the Before Time. though. or whatever. they're meant to be played.. eventually. If you know Common. So it's rather disappointing/irksome that the default 4e setting has ten languages across the infinity of the multiverse. I cannot learn any human language but English.. roleplaying games aren't simply exercises in the DMs worldbuilding. Other possible terms include the Great Disaster. and Spanish. . Other terms include the Dark Years. and in that eternal hobgoblin of little minds. the many different ways we can express ideas. Likewise. and all that other folderol. the Great Fire. Several centuries of time has left the most common elements mutually comprehensible -.barely -. the Plague Years. Cantonese. and the Blank Ages. Common (Tradespeech. Differently shaped mouths and tongues. and snake descendants. a simplified general speech shared among many cultures. The plants. As a result. Squawk): The language of the feathered folk. Non- insects cannot take this as a starting language. . such as spiders. though mastering their speech is difficult for non-plants.RUNNING THE GAME 351 As new species attained awareness. Mantongue): The single most commonly known language on Earth Delta. Claw-talk): There are many intelligent creatures who lack the ability to speak at all. what happens when a bunch of Bloodgers start to talk in Bloodgerian? If you know the "trade" version of a language. No matter how intelligent the creatures involved may be. humanoid and otherwise. For each such 'common' tongue. just as humans did. Treetongue. itself a semi-constructed common tongue to facilitate communication. These are not all the languages in the world. communication in Brutespeech is limited to straightforward concepts. If the speakers deliberately try to keep you from figuring it out.DM'S GUIDE . Warmblood. they are creoles which allow mutual comprehension. Ancestral: The ancient root language of the Ancestors. So here we have the core languages of Earth Delta. Any checks involving clear understanding (such as Diplomacy) are at -2 if this language is used on land. Human. as well as deeper. Ophidian): The language of sentient reptiles. you may make an Insight check to determine the gist of a conversation in any of the root languages. Scale (Lizardish. too. Growl (Mammalian. Waterspeech): A language used by several aquatic races. UNDERSTANDING OTHER TONGUES So if "Growl" is just an artificial tradespeech. languages which are were more local. Glub (Fishtalk. There are countless regional subtongues. designed to be heard underwater. there are dozens of variant and local languages. Subtongues include racial languages for frog. this is a DC 12 check. Felines. and a lack of a common heritage. as well. Most major families (Canines. richer. A very simplified system of signs. Often spoken by robots or androids who either haven't learned "modern" speech or don't want to let on they know it. etc) have their own "common" tongues. Generally. and so on. followed a similar pattern. Non-plants cannot take this as a starting language. Featherspeech. Essential for understanding anything found in the ruins. Beartalk): The language of mutant animals of mammalian descent. and so on has evolved to make basic communication possible. Branchwave (Plant. but the 'deep language' structures of their newly aware brains seemed 'programmed' with some basic commonalities. the DC of the check is their passive Bluff check. many otherwise diverse species developed. it is a descendant of the old language of the Ancestors. unless the conversation is particularly abstruse or complicated. as it involves the creation of sounds few meatsacks can master. likewise led to a fragmenting of languages. the creatures of the air. body language. Aerial (Birdcall. Clikclak (Bugtalk. scratched markings. body language. Brutespeech (Beastial. based on shared words. Hiss. Barktalk): The language spoken by most sapient plants. lizard. Insectian): The language of sentient insects and other arthropods. they also learned to talk. DM'S GUIDE - RUNNING THE GAME 352 RUNNING THE GAME TREASURE PARCELS AND MUTANTS One of the key balancing tools in 4e is the handing out of level-appropriate loot, or actually "slightly better than your level" loot. Over the course of a level, someone gets a level+4 item, someone a level+3, and so on, and believe me, the players keep track of this. However, one of the major design elements of Earth Delta is that "mutations are magic items". Many of them level up, but this means a mutant who has a lot of "slots" filled with mutations is either constantly finding items for his few unfilled slots ("Boots, again?"), or has to sit and watch while other people get cooler toys. There is, fortunately, a simple solution. While it's best to find ways to work this into the story, mechanically, a mutation simply "evolves". When the "loot rotation" has a player running a mutant entitled to, say, a Level+3 item, look at his Personal Mutations. Let's say he's 6th level and has environmental adaptation. His "loot" for this level is that his environmental adaptation becomes 9th level -- +2 to his non-AC defenses instead of +1. (This doesn't mean it keeps going up; it stays a "9th level mutation" until he either hits 14th level or has another encounter with radioactive turnips or something.) It is generally recommended that humans receive tech items rather than upgrading their human gifts, though this is not required, especially if you want to have a setting where the relics of the Ancestors are extremely rare. Bear in mind that 4e is balanced around an assumption of set bonuses coming into play over a series of levels, and to keep the game running smoothly, you need to make sure these bonuses accrue as expected. If a mutant only has two or three slots filled with mutations, something needs to occupy the other slots, especially things which increase attack rolls, armor class, and defenses. A 20th level character who doesn't have around +3 to +4 in bonuses to to-hit, damage, AC, and defenses is going to be missing far too often and getting hit far too often. Tech item/mutation properties and daily/encounter powers are nice, but they're not required, while the raw bonuses really are. 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! COINS AND BARTER The default world, pre-Cataclysm, had not done away with the need for money (it was a world of human being, after all!), but it had pretty much done away with physical coins. All trade was electronic, and sophisticated AI networks could manage trade in many different systems of exchange transparently. When the world ended, so did this network, but there was nothing left behind to use as a simple medium of exchange. The lack of any government beyond small towns and fragile trade networks spanning no more than a few days travel from end to end means that there is no "faith based" currency; to trade for a useful good or service, something of equal use, or inherent value, must be provided. Naturally, precious metals -- gold and silver, recovered from ancient cities where it was common for decoration -- are once again the default medium of exchange. Precious metals can also be leached from old electronics, making scavenging the ruins profitable even if the items are junked beyond hope of repair. If you want, you can simply say that trade is done in gold pieces and that is that. No harm, no foul. DM'S GUIDE - RUNNING THE GAME 353 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". WHAT'S FOR SALE? "Ah, here we are in the ramshackle village of Linerseven, built in the ruined hull of a crashed cargo transport of the same name. Population, 104, or 105, depending on how you count Two Head Sammy over there. We need fresh redbeaks, a suit of carbiplate armor, and, of course, a multiphasic microbuckler. What do you mean all they have for sale is mutant radishes?" It's one of the fundamental design goals of 4e that nothing should get between the players and the Adventuring, and that any time spent talking with merchants or doing any of that other "role play" stuff just slows down the killing and sends the presumed ADHD player base screaming off to WoW. Maybe you agree, which is fine, so skip this section. However, if you disagree, here's a fairly simple system that can let you give a bit of flavor to things without bogging the game down in counting copper pieces... er.. salvaged coppertop batteries... and spending four hours doing in-character haggling over a rusty coat hanger. First, you're entitled to fiat rule some things are or are not available based on the general nature of the town. This can be a quick note or two, or, if you're making the town up on the fly (as often needs to be done, players being what they are), the result of a bit of logic. If it's a community on a river, assume there's boats, rope, nets, fish, and probably a good bit of salvage and trade goods, if there's any nearby communities to trade with. If it's a plains farming village, probably not so much with the fish and boats, unless there's a lake or river very close by, but probably lots of draft and riding animals. Given the nature of the world, only communities which are extremely isolated and cut off will not have a decent supply of common weapons -- bows, swords, spears, and so on. (How likely they are to sell these to strangers is another matter.) Beyond that, the following guidelines can be used: Items worth 1gp or less are extremely common. You can buy a reasonable quantity in any settlement which has any kind of trade, assuming the items aren't completely unreasonable for the locale. Items of more than 1gp to 100gp in value will be sporadically available. The first such item desired can be found automatically. The next such item will require a moderate level 1 Streetwise or Diplomacy check to find, the next one a moderate level 3 check, the next one a moderate level 5 check, and so on. In communities of more than 1000 people, the first three items will be automatic. In communities of more than 5000 people (damn rare in Earth Delta!), any items of this value will be available. Items of more than 100 gp, not including any item with a level, are generally rare. Use the rules as above, but the check to locate begins with the first item. (In communities of 1000 or more, the first item is automatic, in communities of 5000 or more, the first three items are automatic.) Items with a level, or any tech item, are rare. Finding any one requires a Streetwise or Diplomacy check equal to 20+1/2 the item's level, plus 2 for each additional item. Add 3 to the DC for a community under DM'S GUIDE - RUNNING THE GAME 354 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. SWAPPING BARTER FOR GOLD Understandably, players might not want to haul around 200 lbs of self-sealing stembolts, even if they're likely to be worth 1000 gold... somewhere. Best to trade them and move on. The simple solution is that, at any community, there's always someone with a stockpile of gold coins, small jewels, and the like, and who is always in the market for whatever pile of junk the PCs are hauling back from their latest trip to the ruins. The complex solution is a quick haggling challenge. It is strongly recommended that such things be limited to no more than once every two or three sessions. A haggling skill challenge has a Complexity of 2. The level of the challenge is determined by figuring out what level magic item the barter goods could buy (round up), and adding 1. (Thus, 1100 gp worth of goods produces a level 7 challenge.). Typical skills are: Diplomacy (Moderate): "Surely, a sophisticated gentleman such as yourself could appreciate such fine holo- literature as 'Cybersluts Go Nuts XIV!" Bluff (Easy):"Of course this case of vintage beverages is sealed and untouched!" (If this fails, the next check is 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 success allowed, a failure produces a -2 on the next check.) Insight (Moderate):Tells you how well you're doing. This doesn't produce a success, but does provide a +4 to 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. SO WHAT EXACTLY DID WE FIND? "You find 100 gp worth of barter goods" is pretty generic and boring. You might as well just say you find a token that reads "100 gold pieces" and be done with it. On the other hand, I've found that no matter how I describe the amazing and cool item the players find, if it's not a tech item, they just want to know the value. So consider this section (like everything else in this game) optional. Loot, well described, is more than just a means of tracking a de facto "score". It tells you something about the world, can be clues to future adventures, can set the tone and feel of a setting or a region. It can also be a challenge -- if the party scores loot worth 1000 gold pieces, but it weighs 300 lbs... getting it to a merchant is an adventure in itself. DM'S GUIDE - RUNNING THE GAME 355 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 2 3 4 5 6 7 8 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 0 -1 -2 +1 -2 -2 -4 0 0 +3 +3 -2 -1 DM'S GUIDE - RUNNING THE GAME 9 Jewelry Items of very high value and very small size, designed at least partially for aesthetic value. From traditional rubies and diamonds to octahedral pearls and origami gems formed of multiple folded layers of carbon structures. It's alive! This category includes modern (post-Cataclysm) pets and livestock and plants, riding beasts, captured prisoners or slaves, and cryogenic tubes containing revivable entities from the pre-Cataclysm era. Goods which serve no purpose other than to show off your disposable income, which can include high value, extremely refined and elite representatives of any other category here -- roll if you need more inspiration. Furs, weapons and armor which have been decorated with gems, frictionless sheets, toy soldiers equipped with fully aware AI, or perfect 1/10th scale models of complex vehicles. Arms and armor and anything related to same, from a crate of gun polish to a half-dozen Bloodger-made shortswords to a set of entrenching tools to a badly stained and barely legible manual for a vintage 1942 jeep. Anything related to the healing arts -- a first aid kit, a pack of broad-spectrum antibiotics, bandages, a surgical scalpel, spray-on living skin, or a spare kidney sealed in a stasis bag. Formerly-living items, such as wood planks, bone powder, tanned leather, mulch, or pulped organs. May or may not be perishable. Anything made after the collapse. Can be any of the above categories. May well include plot-useful items or clues. Robot parts, robot manuals, repair kits, clay statues of robots made by a tribe of slightly crazed bearoids, a robot hand that keeps crawling around disturbingly, or a holographic recording of a performance of R.U.R. Anything relating to scientific experimentation, research, or education. Test tubes, beakers, doctor honeydews, machines that go 'ping', manuals or textbooks, experimental technology, dehydrated lab rats (just add water), and chemistry sets. These items were designed to help people protect themselves from the elements, wild animals, and possibly each other. Self-drilling tent spikes, sleeping bags, GPS systems permanently locked on "Recalculating", dehydrated water (just add lab rats), maps, and insulated clothing. Raw materials -- raw lumber, ore, plastic resins, etc. Valuable because materials which have been extracted or purified but not yet turned into anything are pretty rare these days. Anything relating to vehicles, which can include mounts. Fuel containers, mechanics kits, sound systems, spare seats, extra tires, or a coupon good for ten mega-credits off your next hyper-oil change at FutureLube. (Expired 250+1d20 years ago) -4 356 +2 10 Living +1 -2 11 Luxury -1 -1 12 Military 0 +1 13 Medical -1 +3 14 15 16 Organic Post-Collapse Robotic +1 +1 0 +2 +1 +1 17 Scientific -1 +2 19 Survival +1 +2 19 Unprocessed +3 +4 20 Vehicle +2 -1 Step 3: So How Big Is It? 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 DM'S GUIDE - RUNNING THE GAME 17-18 19+ Medium (about the size of an unchanged human) +4 Large (bigger than a man) +8 357 Step 4: Can It Be Subdivided? 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 Translucent/Transparent Unusual Odor So what does all this mean? 4 Not a lost novel by Jane Austen. DM'S GUIDE - RUNNING THE GAME Alien: The item does not seem to be have been made on Earth or for use by any easily identified species. 358 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. The DM decides this is a glowing wristband that causes a hovering "Coke" logo to appear. equals 3 -. A vehicle item worth 1000 gp in barter. either in the immediate short term or generally. Unusual Texture: The item feels very odd or weird . a tiny item. A roll of "9" says jewelery.it might tie in to his family or history. This gives a total unit modifier of -2. a well-preserved map of the region. Unusual Odor: For many items. minus four is 3. it emits the wrong kind of odor. and it was manufactured well. Salvageable: The item may be instantly converted to tech or natural salvage for use in manufacturing items.) This may indicate a toy or model item. but it should not be too hard. A roll of 9 on the size chart. +2 for Vehicle. or something else. and a roll of 4.. such as a hot pink LAW rocket launcher. This gives a +2 size modifier and a -1 unit modifier. with a -4 size mod and a +2 unit mod. shiny. It still retains its normal loot value. Unusual Size: The item is much larger or smaller than what it would normally be. It's not possible to tell that any time has passed since its manufacture. He further decides that this will consist of one item worth 1 TU and 4 items worth 1/4 of a TU each.it's a single unit. Removing it is the PCs problem. It's a fifth level game. It's typical "loot" size. is 3. Translucent/Opaque: The item can be seen through if it normally can't. The total unit mod is now -1. It's worth 250 gp. or play off his current circumstances. metal. The wristband is in perfect condition and made of a bright. Useful: The item is useful to the PCs. a clue to a mystery. (See Skill And Mutation Techniques.RUNNING THE GAME 359 Ornate: The item is exceptionally overworked. minus 1. with many fripperies and add-ons that have little to do with its function. gives an 11. used in most gravitic engines. think of something normally not that size. The size roll is 7.DM'S GUIDE . Vehicle. or to another treasure item. This might mean rations if they're low on food. A roll of 1d20 gives a roll of 20. or something scaled up for an unknown purpose. The next item is worth 1/4 of a Treasure Unit. most likely in the original packaging. and valuable to anyone who needs to repair or maintain such engines. Unusually Heavy: The item weighs more than most items of its type. Stuck: The item is affixed to the ground or floor. A roll of 5. Relevant to PC: The item is somehow relevant to a PC -. and decides it's a box of things that look like cystalline spark plugs with softly glowing cores. Particles: The item is in the form of fine particles or tiny components. . minus 2. Pristine: The item is in incredibly good condition. so it's about palm size. such as sand grains or ball bearings or polyhedral dice. or can't be if it normally can. Unusually Light: The item weighs less than most items of its type. so this is also a single unit. so each TU is worth 1000 gp. the DM ponders for a moment. Unusual Shape: The item is very oddly shaped for what it is. such as a hexagonal coffee pot. (The rolled size doesn't change.glass with a sandpaper like texture. page 249). for others. AN EXAMPLE OF THE SYSTEM IN ACTION Our harried and overworked DM decides that he will give out two Treasure Units.. Unusual Color: The item is very oddly colored for what it is. any odor at all is unusual. So what happens if you fail a challenge roll? Failing one challenge roll reduces the potential value of the loot by 20%. one challenge roll per day of abstracted travel is enough. 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). taxidermist. Failing two challenge rolls reduces the potential value of the loot by 80%. or which represent some other sort of difficulty. A roll of 6 gives an 8. Items that are extremely heavy or bulky. cue the next encounter". There's no way for the PCs to lose the loot before they can sell it. you get the loot. A challenge roll can be an individual check or a group check. The concept of including 'challenging loot' should be discussed and decided before the game. No matter how many rolls you make. likely to be of value to an animal trainer. mate. likewise fall into this category. Generally. The size roll is 9. General gameplay can lead to other challenges arising. Or. in more games. The DM decides this is a pair of newborn maul rats (see the Mutant Manual). It's a purely metagame concept that balances reward and risk. Hard Challenging Loot is worth 15% more per challenge roll. Moderate. depending on circumstances.DM'S GUIDE . and the unit mod is now +2. each worth 125 gp. Easy Challenging Loot is worth 5% more per challenge roll. suppose the loot is a barrel of industrial oil. unless there are special circumstances. which is abstract. or demented chef. but also has risks of loss. if you are). and it's just some amusing fluff to throw in. or Hard. 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. One of the maul rats died or has become sickly and weak. The lost loot still "counts" for determining the total treasure per level.RUNNING THE GAME 360 The next item is also worth 1/4 of a treasure unit. and the DM rolls again. Moderate Challenging Loot is worth 10% more per challenge roll. you can declare the loot 'challenging'. you can just keep the challenge as wholly flavor text. The barrel cracked open and some of the oil spilled out. 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. For example. if the players need to cross a river. New loot of equal value does not magically appear. the total value gain should never exceed 100%. there should never be more than one challenge roll per encounter. if you're a real old-school DM (and good on ya. 10 -organic! This gives a total of +2 to size and +3 to unit. but should be logical. The DM also notes the amusing possibilities involved in trying to transport two such animals and keep them alive long enough to sell them. so a typical Tiny item. or 2 units. and. For each piece of challenging loot. Challenging loot gets an increase in potential value. value decrease can be modeled more directly. decide if the challenge is Easy. Failing three challenge rolls means you've lost the loot. Each time the DM calls for a check. plus two is 11. A 15 gives "Post Collapse". The baby maul rats above are a good example. . the value of the loot increases. the DM may decide to require a Nature or Dungeoneering check to be able to move the barrel. Unlike value increase. Now. The skill required is up to the DM. For example. This does not mean the loot magically becomes worth more. as noted above. 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. A "1" indicates one of the items is challenging. should get a circumstance bonus (usually +2) to any roll where their plan will help. As a rule. allow this. If this makes sense to you. and a tube of Sparkly Toothpaste. anyway. and this destroys the item.) 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". Creative uses of items can be a huge amount of fun and being able to do things that aren't on a predefined menu of choices is part of what sets tabletop games apart from MMORPGs and board games -. there's no increase in value. on a 4-5. If confronted with munchkins of this type. and "You're giving me a headache" are also valid responses. it's rare for a player to think too much about what to do with an emerald ring or a sack of 50 gold pieces. tech items. just roll 1d10 for each Treasure Unit. or even write one or two of them up as item powers. When generating random loot items. Then roll a d6. "Mid Level". and on a 6. if you want. If the players find some particularly creative and useful use for loot items before they can be turned into currency. and "High Level". Players who take the time to consider the problem in terms of "I am in the world. remember this: No challenge. "That doesn't work". If there's no real risk of failure. But if you tell players they've got a polychromatic beebleflotzer and six quarts of Bugwhomp Juice. no reward. Period. 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.RUNNING THE GAME 361 Allow for creativity. they're going to start thinking that their characters might be carrying around actual items and not just tokens indicating they've been on the Ruined Science Lab ride. don't feel compelled to do this for every box of rivets the characters find. you might consider if there's any obvious or inobvious uses to which an item can be put. consider player actions that are not pure skill checks. what can I do to make it easier to carry?". on a 1-3. each one a perfect disk stamped "1 GP". with the players ignoring their powers. but consider raising the difficulty. .DM'S GUIDE . staring at this barrel of oil. a box of tissues. consider awarding bonus XP equal to the value of completing a minor quest for that level. some whiners players might complain. A player might respond to a request for a challenge roll with an alternate skill. and class abilities in every encounter in favor of trying to defeat the rockworm with a nutcracker. it's a hard challenge. Likewise. and the Pit Filled With Hungry Scorpants ride. feel free to be as despicable and underhanded as you wish. which is a skill every good DM ought to have. Of course. Again. This could get them to try to use these items in some way beyond hauling them back to town and converting them to ammunition and equipment upgrades. OTHER THOUGHTS ON LOOT Generally. but.but if a game starts turning into a 1980s era Infocom text adventure. DETERMINING CHALLENGE Since the random loot system leaves it up to the DM exactly what a given item is. and who come up with a clever plan. ("Nothing happens". something's probably gone seriously wrong. the Giant Mushroom Forest ride. you can lie through your teeth. and do be prepared to improvise on the spot if they come up with a legitimate plan you hadn't though of. At the very least. challenging loot should show up only once or twice per tier. it's an easy challenge. it's a moderate challenge. since you do all this before the game and no player sees you roll. . (Whether this will be benign or not is up to the players. creating a new future. it's likely some rival force has risen up to counter the PCs goals. or they may simply be traveling to see what's out there. or the lunar cities? On the home front.the PCs set off far from home. the PCs are inhabitants of a primitive village or tribal settlement. the strongholds of powerful Cataclysm Cults.) This section briefly discusses the tiers of play as they apply to Earth Delta and offers suggestions for campaign structure and focus. it works. They may be ambassadors to other local settlements (which includes elements of the "Wandering Troubleshooter" campaign). HEROIC TIER: SCRABBLING THROUGH THE RUBBLE At this level. EPIC TIER: GREAT MYSTERIES AND EMPIRE BUILDING At Epic Tier (still mostly undefined in these rules). but no one has come back to Earth to see what's happening (probably. for good or ill. Technology will be generally rare. the PCs have tremendous power. not brief pickup adventures or a campaign where new characters are rolled every other session because of constant and random death. Adventures will often involve treks into the deep wilderness. an isolated factory or research plant. The other common direction for a campaign at this point is community builders. the PCs the focus is on survival and local exploration. or possibly citizens of a small Stronghold located in a well fortified location. . One is the Bold Explorers -.highly secure military or scientific facilities which may still be powered up and functioning. This type of campaign tends to involve more political action and roleplaying. PARAGON TIER: THE WIDER WORLD At this point. The Ancestors colonized space.).. remember. there's always a way to work a few good battles into any adventure. Trust me. but this hardly means a lack of fights. the campaign can head in two different directions. to unite disparate communities into a unified whole.UNDERWORLD AND WILDERNESS ADVENTURES 362 One of the main design goals of Earth Delta is to create a game which can be used for long-term campaign play. the PCs have the power to create true nations. without worrying about what happened between the village of Walrus People threatened by flying orcas and the blazing desert canyons where refugee mutants were being hunted by the Order Of The Cleansing Flame. undersea cities somehow still sealed against the water. The PCs have enough power now that they can influence the world around them.the great cities that stretch for endless radioactive and blighted miles -. The character's role in their community is likely to be that of admired explorers. and the campaign can move towards a final confrontation. (Which is not to say it can't be run that way if you choose.an old military base. They are now capable of adventuring into truly dangerous places -. allowing the campaign to be more episodic. or conquerors forging their own small empire.DM'S GUIDE . and beyond. "Wandering troubleshooters" is a common model.) If community building has been a major story arc. Most likely. but hey.. The world more than a few hour's walk away from home is strange and dangerous. with mostly isolated ruins of the Ancestors -. just that there's other possibilities. though sometimes they are combined or intertwined (or ignored altogether. This is also the level range where exploration of the larger ruins -. They may be on a long quest to find some important item or relic (Cure for a plague is a cliché. though by the end of the tier.). so what's up there on the L5 stations.becomes a focus. but with little political or social influence. or an isolated and now overgrown community. UNDERWORLD AND WILDERNESS ADVENTURES I just had to call it that.. these are just some suggestions and ideas). it's assumed that basic high-tech weapons and armor will be available. especially to unchanged humans. Maybe you should nap on one. Hazard: These plants emit an alluring scent which draws in nearby creatures. Perception: • DC 12: You notice the plants. Secondary Attack (Acid) Minor Action Melee touch Attack: +8 vs. Nap sounds good. but there's fields of deadly radiation. TRAPS AND HAZARDS Luring Lily Level 4 Obstacle Hazard XP: 175 The surface of the swamp is calm and placid. With each passing moment. and a Fortitude defense of 12. you feel your skin being to tingle painfully. This section discusses all the things that can kill PCs besides monsters. And soft. This gives you a +2 to your Will defense against their attack. Because it is a low. it has +2 to all defenses against ranged attacks. half-remembered science. Countermeasures • With a DC 17 Heal check. rendering them immune until the end of their next turn. there aren't portals to other dimensions lurking around (probably). They look nice. Psychic) Standard Action Close blast 10 Target: All creatures in blast.UNDERWORLD AND WILDERNESS ADVENTURES 363 It's a mean world out there. Attack (Charm. and fragments of old advertising jingles confused with the ancient medical lore of the Ancestors. • With a DC 12 Nature check. completely bat-shit crazy stuff people made up because it sounds good. and 20 hit points. Sure. In short. Nap.DM'S GUIDE . traveling is dangerous. cracked and chipped. . Huge lily pads. target. six feet across and bright violet. Will Hit: Target is dazed (save ends). flat. drift languidly on the water. It has Resist 10 (Fire) and Resist 5 to all other damage except that from cutting weapons. and a body of "common knowledge" that's a blend of folklore. Target must move at their full normal speed towards the lily. a character can "snap someone out of it". a Reflex defense of 6. A dull throbbing noise emanates from it. it seems to build in energy. They usually form a patch 2 squares on a side. diseases which can barely be imagined. which are then slowly devoured. Attack: +5 vs. Nature: • DC 12: You recognize the plants as luring lilies. ("Cover your nose! Think about Ugly Sally back at the bar!") • The lily has an AC of 12. which allows you to make a Nature check to identify them. Initiative: +2 Trigger The plants emit their scent as soon as anyone approaches within 10 squares. and as you draw nearer. Fortitude Hit: 1d10+4 acid damage. a character can grant all allies within 5 squares a +2 to their Will defense against the lily until the end of the encounter. Leaking Delta Bomb Level 10 Elite Blaster Hazard XP: 1000 This ancient device resembles a dull and rusting ovoid. such as blades and axes. blazing deserts. SCALING DIFFICULTIES OK. General Note It's probably best to use this with creatures immune or resistant to atomic damage. let me make something perfectly clear: Terrain doesn't magically (or radioactively) become more dangerous when the PCs are higher level. every kind of normal terrain exists in Earth Delta. rolling hills. with damage equal to 1d10 atomic and fire per size of burst. Burst 5 on round 5. etc. (3d10 when it's Burst 3. the powers unleashed during the Cataclysm have changed more than just the things that live on the Earth. and what kind of adventures and unique challenges might be had there. keeping its aura from expanding. While there may not be planar vortexes or elemental leaks.UNDERWORLD AND WILDERNESS ADVENTURES Perception • DC 16: The area around the bomb is increasing in size. Hit: 1d6 Atomic damage per size of the burst zone -.. increasing by 1 every other round (Burst 4 on Round 3. A lot of the terrain below "scales". The size of this explosion is Burst 3+1/round of combat after the first. and because it can lead to a lot of dumb arguments.DM'S GUIDE . Initiative: +4 364 Attack (Atomic) Standard Action Area: Burst 3 around the bomb. Thus. Verdant forests. • DC 20: There are cracks in the outer shell which exposed circuits and controls within. maximum burst 10. etc. time for another editorial. The innate assumption behind scaling terrain is that the PCs are adventuring in more dangerous areas. TERRAIN Obviously. 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 . they have changed the Earth as well. Because the core rules are a little vague and contradictory. perhaps off a cliff or into a pool of acid. but many other kinds of terrain exist as well. This can only be done once.so 3d6 when it's burst 3.) Target: All creatures in area. rugged peaks. 4d10 when it's Burst 4. hit or miss. it explodes. • A DC 20 Technology check will deactivate the bomb. It has 25 hit points. The bomb has an AC of 5 and a Fort defense of 12.) Each time the bomb is attacked.. mundane and otherwise. the DC of technology and thievery checks increases by 2. and so on. Destroying it triggers an explosion. This section discusses a variety of locations. otherwise. 4d6 when it's burst 4. it may kill the other monsters faster than the PCs. Countermeasures • A DC 18 Thievery check will stabilize the bomb. doing 8d10 atomic and fire damage to all within a Burst 20. Special: When the bomb reaches Burst 8. Disease Anyone who takes more than 10 points of damage from the leaky bomb is exposed to Level 11 Wasting. • A DC 16 Technology check will turn off the bomb for 1d4 rounds. • A DC 15 Athletics check will let you slide the bomb 1 square. A character adjacent to someone on a frictionless surface can pull them off of it as a minor action. Standing when prone on frictionless surfaces requires a DC 17 Acrobatics (Balance) check as well. all characters exposed to it suffer an attack of Encounter Level+3 vs.UNDERWORLD AND WILDERNESS ADVENTURES 365 (a presumed epic tier area). If you want to reflect the wearing effect of countless minor hazards. Each such sheet will typically be 4 * 4 squares. Simply put. any character bearing a heavy load is immobilized. A flare region will typically by 3 to 5 squares on a side. constantly checking for the effects of environmental hazards which have only a slim chance to harm characters. The grav plating greatly increases the apparent weight of anything which crosses it. the flare zone should be an area which characters are constantly moving in or out of. Identifying frictionless surfaces requires a DC 15 Dungeoneering or Technology check. and will do trivial damage if they do. When the flare's initiative comes up. . and have a couple of redshirts die gruesomely from hazards the high-level PCs avoid instinctively.) BLIGHTRAIN In areas where the Blight is strongest. they are pulled down (the area of high gravity extends upwards for 10 squares). ultra-high impact plastic shards. he falls prone and ceases movement. Fortitude each round they are fully exposed.. the rain does Normal/Low blight damage and exposes characters to Blight Sickness.DM'S GUIDE . searing. light. if hit. but it is always uncertain each round if someone will be in the zone when it goes off. so that normal weather becomes hazardous. grav plating is a region where gravity generation fields are still active. (One nice narrative trick to show this is to have the PCs charged with escorting or protecting lower level characters.. Fortitude. Hit: Target is blinded (save ends). usually in the form of self-powered sheets of metal strewn on the ground. use monsters which are not affected by blindness. he continues moving in the same direction until he is off of it. For game purposes. it works. Any character bearing a normal load becomes slowed. For best use. such as the ruined cities. To make this terrain especially dangerous. I can't see! Attack: Level +3 vs. These random events can make a chaotic battle even more unpredictable. and other exotic hazards. though. Each round. at which point. The latter features more monomolecular wires. A DC 17 Acrobatics (Balance) check is needed for each square crossed to avoid falling prone. just like "Zero Gravity". Level X Terrain Attack GRAV PLATING Generally found only in Paragon or Epic areas. giving it an initiative bonus of 1/2 the party's level. Insubstantial or phasing creatures are not affected. is not conducive to good gameplay. partially discharged capacitors. FLARES Areas filled with ruined and malfunctioning machinery sometimes produce sporadic bursts of brilliant. Flying creatures may fly across the region normally. Areas of frictionless material are nearly impossible to move on. roll a new initiative for the flare. the best way to do that is with a level appropriate skill challenge that consumes healing surges or even consumable items. If a blightrain storm occurs. just before the highest person in the initiative order goes. Any time forced movement knocks a character onto a frictionless surface. something. everyone in the area is attacked as follows: Flare Hey! Who turned out the lights? Or turned on the lights? Or. 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. but if their move ends over the region. it can sometimes contaminate the air itself. At Heroic Tier. directing some seeds to not sprout and others to grow in specific ways. 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. usually in ruined industrial centers. Maybe that's why it's called "The Colorless Fire" Level+3 vs. power plants. Some of this stuff is still semi-functional. Level Atomic Damage 19-21 3d8+7 22-24 4d6+8 25+ 4d8+10 of a hotspot is attacked as above. Beta Wasting. doing 1d6 lightning damage per tier to any creature entering it. a type of genetically modified corn (which has mutated still further over time). this will be Alpha Wasting. The end result is a complex geometric pattern that covers the entire field -. there are also regions. and when mature. which represents the intensity of the radiation. and deep underground bases. the initial root systems contact each other and a complex biological network forms. or it can be set up as a Hazard which can be dealt with by the PCs. leading to areas where raw energy crackles and surges through exposed circuits and machinery. Because mayze is considered "natural". where extremely intense areas of radioactive energy remain. 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. 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. MAYZE During the Forgotten Years. but it burns you! Hmm. but it can be located almost anywhere. at Paragon Tier. Such places are generally round only in slightly more intact ruins and usually a bit outside of Strongholds. but damage is halved.a maze. These regions cause damage in seconds. as follows: Hotspot Radiation Direct Level X Terrain Attack You don't see anything. Mayze can grow to fifteen feet in height or more. Live current can be treated as very simple hazardous terrain. just infect you with the Wasting Sickness. 20 hit points per square.UNDERWORLD AND WILDERNESS ADVENTURES 366 Remember that a character who becomes slowed while moving stops moving if they've moved more than 2 squares. The former is good if you want just one or two squares to add flavor. not hours or days. . Fortitude. it is often used as a defense by the Heirs of Ludd. The DM sets the level of the hotspot. such as a battle at a ruined factory. use the latter to make it a major part of the encounter. many oddities were created by the Ancestors whose purpose today is obscure. Gamma Wasting. and at Epic Tier. One such is mayze. When mayze is planted. Hit: Atomic damage as below. and Anyone who is damaged more than twice by a radiation hotspot will be exposed to a form of The Wasting (see page 372).DM'S GUIDE . once they leave the area. Special: Anyone bloodied is also weakened so long as they are in the area. LIVE CURRENT Much of the equipment of the Ancestors was designed to keep on going indefinitely. exposed by weather or battle. ranging from hallucinogenic sap to deadly poisons. the "walls" of the maze are a good five feet thick and very tightly interwoven (Resist 5 (all). Anyone beginning their turn in a hotspot is attacked. relying on self-repair systems and friendly maintenance robots. Characters with resist (atomic) may add their resistance to their Fortitude defense. All radiation zones have a level. Known radiation zones are often marked. just waiting for some foolish explorer to come along.UNDERWORLD AND WILDERNESS ADVENTURES 367 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. exploding nuclear-powered robots. . 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. as well. which accompanies them. Characters immune to atomic damage are immune to radiation. this determines the level of the disease. but there are many which are unknown. large parts of the world still make Geiger counters go mad. The Wasting. and other sources can create new regions burning with the Colorless Fire.DM'S GUIDE . People fooling with unknown technology. providing unusual obstacles.DM'S GUIDE . and burst 5 at Epic tier. While you don't want to frustrate and annoy players. zones. Standard Action Check: Athletics check (Hard DC) to collapse the support. . and metal given a vegetative overlay. Lastly. but anyone knocked prone in such an area takes 1d6 damage at Heroic tier. Success: The support collapses. Such places are not always obvious. some rusted or corroded. Treat these areas as difficult terrain. OVERGROWN A great deal of the aforementioned Ruins have been overtaken by nature. Effect: All squares in the burst become difficult terrain. and the target is knocked prone. especially those whose characters rely on mobility. Reflex Hit: 2d6+1/2 level damage. there are small. At paragon tier and above. Generic "Ruins of Man's lost glory" is just difficult terrain. 2d6 at Paragon. (Use the Medium/Limited column. BASIC This is extremely common on Earth Delta. which are mostly a hazard during travel time. or Perception check to spot them within 5 squares. JAGGED Jagged rubble is areas which have not yet been worn down -. burst 4 at Paragon tier. intense. Nature. some of their surviving buildings are on the verge of death. which are placed on the battlemat and which usually emanate from objects.some of the materials used by the Ancestors are especially tough.) VEHICLE. and the ceiling collapses. Jagged rubble is difficult terrain. some simply broken and partially overgrown. Rubble is often scattered semi randomly around any area which used to be civilized. such as a leaky missile. and it might be thousands of years yet before they erode. and which might explode interestingly if the vehicle is damaged further or caught in an area attack. RUBBLE.UNDERWORLD AND WILDERNESS ADVENTURES 368 In addition to broad zones. a few have engines which are still partially active. stone. WRECKED The Ancestors rarely walked anywhere.) WEAKENED SUPPORTS Despite the great skill of the Ancestors. RUBBLE. An attack on the right column or wall could bring the ceiling crashing down. such terrain should generally be just a bit more common than it might be in other settings. but they are not known until someone tries to move into or through them. They lie scattered and immobile everywhere. Attack: Level +3 vs. and 1-2 squares high. they become jagged rubble (see page 368). RUBBLE. seeming to low hillocks or small mounds rather than tangled masses of broken glass. usually 2 squares by 3 or 4 squares. with a radius of burst 3 at Heroic tier. and often have windows which allow snipers to take up position inside them. Weakened Supports Single-Use Terrain A solid whack in the right spot. Target: All creatures in a Close Burst 3 centered on the support. (DC 10 Dungeoneering. In addition. covered in tulip kudzu or whispermoss. A typical wrecked vehicle will be rectangular. and 3d6 at Epic. The remnants of their fantastic carts and carriages can be found almost anywhere. or hit the support with 10 points of damage per tier in a single attack. They can provide cover to hide behind. they may hold nests of vermin which will attack anyone entering the ruin. Miss: Half damage. as well as in. Stage 4: The target dies. turning him into a walking incubator for the little darlings.UNDERWORLD AND WILDERNESS ADVENTURES 369 Special: Repeat the attack for half damage (no damage on a miss) at the beginning of the next round. and once exposed to the swirling sea of radiation. While the worst and most virulent no longer exist in the wild due to killing off their victims before the plague could be spread. Let's just say things aren't so nice now. as more rubble continues to fall. 2. the last stage is marked by an eruption of radioactive moths. there's still plenty of nastiness left to go around. Indeed. Stage 2: While affected by Stage 2. Easy DC (14): No change. Blightmoth Larva Level 13 Disease Reddish-black pustules mark the first stage of this illness. Leslie Fish) In the time before the Cataclysm. The time of the Cataclysm was a time of great and terrible war. BLIGHTMOTH LARVA Blightmoths are blight-infested moths (big shock there. the target makes an Endurance check if it is at stage 1. loving cloud of thousands of new strains of killer plagues. but they were generally better controlled and more easily treated than ever before in history. combined with biowarfare. the target loses all healing surges and is weakened. Lower than Easy DC (14): The disease increases by 1 stage. I know) which have a habit of laying their radioactive eggs in any poor sucker that happens along. or 3. natural disease was not quite conquered. The target becomes a blightspawn wanderer of his level. I'll run another test. 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. and I'll pour myself another mug of brew. Check: At the end of each extended rest. so it's covered here. self-modify nano-virii. as well as having their hit points capped at their bloodied value. DISEASES "But I'll do my best. . Stage 1: While affected by Stage 1. The stockpiles of doomsday virii were flung open. for game purposes. Stage 0: The target recovers from the disease. 2d6 blightmoth spawners erupt from his body. 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." ("Bones". but it was definitely a puppet government. and they suffer all the effects of Stage 1.DM'S GUIDE . made sure humanity was never completely free of plagues. too. and a bunch of other scary buzzwords. the effects of radiation can best be modeled as a disease. Moderate DC (20): The stage of the disease decreases by 1. Diagnosis is fairly easy at that point. unknown energies. Bacterial and viral evolution. the world was left swaddled in a warm. the target's hit points cannot rise over their bloodied value. Furthermore. Stage 3: While affected by Stage 3. the target loses a healing surge and must eat twice as much as normal or be weakened. In many communities. Stage 0: The target recovers from the disease. can expose a character to the terrifying illness known as blight sickness. and so forth. anyone suspected of being infected with blight sickness is killed and their corpse burned outside of town. hey. and some types of natural terrain. and regains only 1 healing surge per extended rest. such as some blightspawn. NEOBUBONIC PLAGUE (RAT SICKNESS) Ratmen are well-known carriers of this virulent sickness. who seem to suffer no lasting ills from it. until their corrupt bodies shamble forth to pass on their foul condition to innocents. Stage 2: While affected by Stage 2. he suffers the same effects as noted for Stage 3. Moderate DC: The stage of the disease decreases by 1. Easy DC: No change.UNDERWORLD AND WILDERNESS ADVENTURES 370 BLIGHT SICKNESS Certain creatures. the target has -2 Reflex defense. followed by weakness and lingering ill health. The level of the disease is equal to the level of the ratman which caused it. Moderate DC: The stage of the disease decreases by 1. why take chances? Blight Sickness The blight takes away true vitality and replaces it with a grim mockery of life. in addition to the Stage 1 effects. The level of the disease is equal to the level of the blightspawn that caused it.. Variable Level Disease Stage 1: While affected by Stage 1. the target loses a healing surge after 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. Stage 1: While affected by Stage 1. the target is weakened and is at -1 to all defenses. which causes foul black sores to erupt on the victim. Easy DC: No change. the target gains only half value from healing and is dazed. Stage 2: While affected by Stage 2. Stage 3: The target becomes a Blightspawn Wanderer of his level. Check: At the end of each extended rest. Check: At the end of each extended rest. Victims of the disease slowly rot away without actually dying. -2 surges after his second. the target makes an Endurance check if it is at stage 1 or 2 Lower than Easy DC: The disease increases by 1 stage. Neobubonic Plague Variable Level Disease This foul sickness is endemic to some types of ratmen.) If his surges fall to 0 before he is cured. Stage 3: The target permanently loses a healing surge and is at -2 on all Endurance checks. But. (So he is at -1 surge after his first extended rest. even though the disease is not contagious until the victim has actually died from it. Stage 0: The target recovers from the disease.DM'S GUIDE . . insane.DM'S GUIDE . and is slowed. conclusion no matter what choices you make sounds right up their alley!).UNDERWORLD AND WILDERNESS ADVENTURES 371 RAGEPLAGUE This is a strange illness which warps the mind. weaponized nanoswarms do exist. everyone's miserable. turning anyone into a slavering. sanity goes on vacation. until he becomes a shiny silver statue of himself. the target suffers a -2 to all Charisma based skills and a -2 to all defenses. splotches of silver metal appear. You'd all just be nanobots eating each other without any purpose. Check: At the end of each extended rest. Stage 2: While affected by Stage 2. Stage 3: The victim is encased completely in ultrahard chrome-like metal. If there is no possible way to attack. In the unlikely event the victim has mutations which make it possible for him to survive without any of the above. the target makes an Endurance check if it is at stage 1 or 2 . at the start of every round of combat. Studies of recordings from the Forgotten Years indicate it may be related to a sport of the Ancestors called "hockey". Someone contact the guys over on the Forge. Hit: The must use his standard action to make a melee basic attack against the nearest possible target. inevitable. consider the victim petrified rather than dead. food. a -2 to Reflex. Will. the victim suffers the Stage 1 effects. SILVERDOOM While fears of "grey goo" destroying the world never materialized (If they had. Check: At the end of each extended rest. the disease attacks the victim: +7 vs. thus fulfilling the Ancestor's belief about the proper ending to a well-lived life. and there's a single. Silverdoom Level 16 Disease You will. indeed. and quickly expires from lack of oxygen. Moderate DC(13): The stage of the disease decreases by 1. slowly hindering the victim more and more. Stage 1: While affected by Stage 1. or water. leave a good-looking corpse. this rulebook would be a lot shorter. Level 3 Disease Stage 1: While affected by Stage 1. 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. Stage 2: While affected by Stage 2. In the early stages. Stage 0: The target recovers from the disease. the victim gains a +2 to Armor Class. a game where nothing happens. the victim must move to the nearest target and then attack. Silverdoom is the result of nanobots originally designed to do fine metallic plating getting a bit out of hand. 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. If no target is in range. Squirkills (See the Earth Delta Mutant Manual) are the most well-known carriers. Easy DC (9): No change. if possible. Stage 0: The victim recovers from the disease. though they're generally contained. but also suffers a -2 to all attack rolls and a -4 penalty to all Dexterity-based skills. the target takes 1d8+4 psychic damage and can take no actions this turn. blood-crazed monster. Rageplague As pain courses through your body. Jim. Stage 3: He's dead. the target is at -2 to all defenses and his total surges are reduced by two. Easy DC (16): No change. Check: At the end of each extended rest. 372 THE WASTING The Blight is not the only legacy of the weapons of the Cataclysm. there are places where the Colorless Fire still burns. is slowed. Moderate DC (22): The stage of the disease decreases by 1. . Easy DC(15): No change. some are faint and almost harmless. abandoned complexes. Stage 0: The target recovers from the disease. the target is at -4 to all defenses. Moderate DC(15): The stage of the disease decreases by 1. the target is at -2 to all defenses and he has half his usual number of healing surges (round down).DM'S GUIDE . Different patches of the Colorless Fire have different intensities. and even those who live bear the scars forever. those who encounter it die a slow. grisly. the Colorless Fire still burns bright enough to char the soul of the strong. almost extinguished -.but still lethal to many. Stage 2: While affected by Stage 2. Check: At the end of each extended rest. Easy DC(10): No change. and great wastelands. others can kill the strongest man in a few days. Stage 0: The target recovers from the disease. 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. Jim. the target is at -1 to all defenses and his total surges are reduced by one. death. Stage 1: While affected by Stage 1. Invisible to all but those who know the signs. Beta Wasting Level 15 Disease In many of the old ruins. Stage 3: He's dead. Alpha Wasting Level 5 Disease This disease is caused by places where the colorless fire burns low. Moderate DC(22): The stage of the disease decreases by 1.UNDERWORLD AND WILDERNESS ADVENTURES Lower than Easy DC (15): The disease increases by 1 stage. the target makes an Endurance check if it is at stage 1 or 2 Lower than Easy DC(9): The disease increases by 1 stage. and has only one healing surge. Throughout the world. Stage 2: While affected by Stage 2. Stage 1: While affected by Stage 1. UNDERWORLD AND WILDERNESS ADVENTURES 373 Gamma Wasting Level 25 Disease A rare few places still contain the sources of the Colorless Fire. Anyone who spends more than 6 hours within 5 squares of him over the course of a day is exposed to Beta Wasting. and his total surges are reduced by two. the target is at -4 to all defenses.DM'S GUIDE . And radioactive. Jim. Stage 2: While affected by Stage 2. is weakened. Stage 0: The target recovers from the disease. Check: At the end of each extended rest. and has only one healing surge. Moderate DC(29): The stage of the disease decreases by 1. is dazed and weakened. the target is at -4 to all defenses. . the target makes an Endurance check if it is at stage 1 or 2 Lower than Easy DC(20): The disease increases by 1 stage. Stage 3: He's dead. it burns hellishly. Easy DC(21): No change. and in these places. Stage 1: While affected by Stage 1. Natural Armor (Thick Skin) Personal Mutations: Armor. Secondary Lobe.INTRODUCTION 374 Sample Characters This section is mostly a place for me to test out the rules by actually. Pyrokinetic Bloodline Size: Medium Class: Ranger Hit Points: 25. I'll be using the Standard Array (16. Fear Reaction (Animate). Cold Blooded Heritage Mutations: Chameleon Skin. Hunter's Quarry Gear: Longbow. and to show how to put everything together. 2 Longswords Feats: Defensive Mobility (from Fighting Style). The strangled noise you hear is the min-maxers. INTRODUCTION To keep things simple and make it easier to check the math. Head Mutation: Oversized Ears Neck: Gasbags Class Features: Archer Fighting Style. Will 13 Racial Traits: Blood In The Air.12.14. Surge value: 8 Level: 1 Vision: Low-Light .10). Head. +1 against bloodied foes. Reflex 15.11. Neck Armor Mutation: Regenerative. using them.13.) Race: Serpentoid Speed:6 Str: 14 Con: 13 Dex: 18 Int: 10 Wis: 14 Cha: 11 Defenses: AC 17. y'know. Fortitude 13.SAMPLE CHARACTERS . kept as-is to show changes in progress. DRAL BLUESCALE (As of the state of the rules on 3/15/2010. 2d6+2 fire damage. two targets. two attacks. I think. AC (Bow). Perception +9. 1d10+2 damage) Longbow (+6 vs. shift 3 squares before or after attack. AC. 2 fire damage. Dungeoneering +7. Might be better to drop it to 1d6 base damage. roll twice and use higher roll against both. Clumsy) Longsword (+5 vs. Sustain minor. 2d10+4 damage. Stealth +10. which is the balance point for a 'feat granted' power.SAMPLE CHARACTERS . Nature +7. Even with the fairly limited selection of mutations so far. 1d10+2 damage (longsword) . the Pyroblast power might be overpowered for a "free" encounter power. AC (longsword). shift 1 before or after attack. AC. This makes it more useful than a basic attack due to range and ongoing damage. this is the first character I've built from scratch using this system. 375 (AW)Twin Strike: +6 vs. Damage 1d4+2.DRAL BLUESCALE Skills: Acrobatics +8. I had a lot of options. especially with the sustain. Fortitude. 1d10+2 damage. AC. or +5 vs. AC (Bow). two attacks. but not quite as good as typical level 1 encounter power. I do need to review how to handle natural weapons for a 2-weapon ranger. AC. 1d10+4 damage. Looking at it. Thievery +5 Basic Attack(s) Fangs (Attack +5. 1d10+4 damage or +5 vs. +4 vs. . (D)Split The Tree: +6 vs. (E)Evasive Strike: +6 vs AC (Bow). 1d10+4 damage) Powers: (AW)Nimble Strike: +6 vs. Design Thoughts: Well. (E) Pyroblast: Ranged 10. 1d10+4 damage. Nothing here should have a significant mechanical impact on the game. you hurl it at target. Flare of light when used. Nothing. But what is it. like a compendium of charts in the back. Tail Color Blue Green Yellow Black Purple Red Orange White Coruscating Different every time. When you hit with the power. odd numbers float over the target's head for an instant. Attack seems to smash down at target like a "bolt from the blue" You seem to flicker in and out of reality as you make the attack. Roll 1 2 3 4 5 6 7 8 9 10 A A C K R Q M P J G Z B X D S R N A V B F L C 12 16 99 51 65 42 19 16 80 33 D Focused Charged Improved Enhanced Optimized Fitted Biolinked Standard Prototype Precision E Prismatic Multispectral Shielded Multifrequency Boosted Ruggedized Surplus Elite Infantry Assault F Stabilized Modular Dual-Mode Short-Barrel Adaptable Broad Rapid-Cycling Liquid Cooled Personal Security . RANDOM POWER BOLT TABLE So. RANDOM TECH ITEM NAMES ENERGY GUNS Roll 1d10 on as many columns as you like.APPENDIX I Appendix I:Useless Charts And Tables Because nothing says "Old School". Attack curves and twists as it approaches target (no penalty to attack rolls) You and target both flash as you make the attack. attack does not seem to cross intervening space. Brief aura surrounds you when used. the power bolt mutation gives a mutant an always-on energy attack. Roll 1 2 3 4 5 6 7 8 9 10 Origin Eyes Antennae Hands Mouth Forehead Chest Unique organ on your shoulder Wiggling cilia on your head Ball of energy appears in hand. Skin changes to color of attack for an instant. Other Oddities None Loud noise when used. exactly? Eyebeams? Lightning hands? Laser breath? Roll once on each column (or choose) to figure out where your power comes from and other "useful" information. Arrange as needed. the Rapid-Cycling JB-16 Optimized Infantry rifle. grimmer. this is where there will be rules for doing a lower-tech. not one of these words means a goddamned thing in terms of game statistics. Though it shouldn't need to be said. . much more Road Warrior and Postman than Kamandi and Thundarr. if I haven't gotten utterly sick of this project. you can get the F-80 Precision Assault pistol." RANDOM POWER BOLT-ONS Use this chart if you need some inspiration. Roll 1 2 3 4 5 6 7 8 9 10 Artillery Accelerated Brute Controller Alt. or the Personal Stunner. if you don't like the gun as it is. Model KV-19. Weapons Explosive Bolts Camouflaged Armor Plated Frost Generation Explosive Envenomed Hypnotic Bolts Glare Hypnotic Force Field Lightning Glare Breath Lightning Massive Lure Breath Pain Oversized Ram Plate Projection Limbs Quills Ram Plate Sonic Sonic Webcasting Winged Regeneration Stomp Stomp Two Headed Telepathic Lurker Accelerated Blink Skirmisher Accelerated Soldier Alt. apocalypse. Take 4d10 damage. It has a short and explodes in your hand. For Your Convenience INTRODUCTION When the actual rules are finalized and finished. Weapons Armor Plated Cooperative Alt.APPENDIX I Table 170 Random Energy Gun Name Table Thus. no problem. "Well. 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 Appendix II: Grittying It Up 100% Empty Placeholder. grittier. or if you just want to make a stock encounter slightly more interesting. Don't expect it any time soon. and if any player tries to insist that it does. just tell him. and so gives you a few more options -. and balanced against. the 6th level Cleric power. Word has this feature. ix x Armor Specialization Feats and Tech Armor High-tech armor is often lighter and more flexible than its low tech counterparts. So the cloud gets an extra feature (armor destruction) and loses mobility and the power to deactivate it. and a penalty? vii This makes this zone a lot more problematic than many other such zones. So I'm cutting that off cleanly -. we see Lizard's efforts to mimic functionality without duplicating mechanics. and so on. but it's what the frackin' Black Ray Pistol (the model for the Omega Beam. it's a cost you pay to avoid a presumably nasty attack. but not Melee combatants. limited. and I wanted to preserve its "terror weapon' status. such as one with ongoing damage or condition imposition or forced movement. maybe I'll add it to the "gritty" section or the "optional rules" appendix to appease those who.". which is much more useful than a pull. so I'm giving them more use. and it seemed like a good place to put the design asides that didn't fit anywhere else. v Rather obviously. and it unfairly penalizes someone who relies on tech Melee weapons. a boost. and you whip out your gun and shoot him right in the face. vi Once more. Basically. I wanted the weapon to be useful enough that people would want it. and this does. Eliminating them is problematic. you head-butt them at the same time you hit with your primary attack. have a simulationist bent. The Guardian concept is nifty and I may get back to it someday. or rather. you could take a bunch of feats. I really didn't want to have a climactic "boss fight" solo battle ending due to a few unlucky rolls.such as its daily power working even when you hit someone with a different weapon (presumably. As compared to Cure Serious Wounds. compared to a mutant with electric claws. A vial of acid that forms a cloud I can accept. Another "ripped out a chunk of text" design moment. So. This also fits with the idea that high-tech items are generally easier to wear and use than more primitive tools. So. loopholes. Positioning Strike allows a Slide. dammit. Positioning Strike doesn't move you. ii Sure. it becomes impossible to one-shot an entire encounter. this gives some interesting tactical choices -. it's a bona-fide one-shot-kill against low level beings. that it could be controlled by a normal human from a long way away. like me. or something. So my solution was to lower the feat requirement. duh). I try not to break it too badly. there's usually a Clearly Obvious Best Time to use them. By eliminating level-appropriate solos as possible targets of the death ray effect. i A huge number of exploits. 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.less healing and a boost.) iv Obviously. as opposed to having something work differently in the hands of the PCs than it does in the hands of the NPCs. making it more accessible. by design. I don't. firstly. Conan didn't shoot fireballs. You've seen it in a million movies. A scholar has to be careful. which is my definition of a "cool power".End Notes Hey. Positioning Strike. the design allowed for horns and tails and what-not to be as good as hand-based weapons. It's reasonably useful in almost all circumstances and extremely useful in narrow circumstances. and cheesy builds come from combos where some ability triggers off the use of another ability. I try to always keep in mind that this isn't magic. Also. On the other hand. xii . iii Here's a great example of how rules changes ripple. So now this power assumes you've decided to blow your Weapon Slot mutation on a weapon which is. but this led to a massive explosion in complexity and special case rules trying to find balance. redone as a Martial Defender instead of a Primal Striker. 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. I had a bunch of stuff about how this or that drained the UPC. and while I stretch plausibility in many places. Expecting players to retrain when they 'graduate" from low-tech armor to high-tech armor is forcing them to waste a retraining slot. viii A Daily attack power as an interrupt is a rare thing. Thus. does. I feel Action Points are an under-utilized resource. Tracking shots is part of what ranged weapon users are used to.the bad guy closes on you. But I think it's just too cool an idea -. the whole 'primal power' thing rubs me the wrong way. or the same healing. xi This was one of the hardest things to implement in a "4e friendly" fashion. in my opinion. this power needs to be compared to. and benefits most if you're an area of difficult terrain (which limits your move somewhat) keeps it balance.you don't get any other benefits from spending this surge. but ED needs a second Defender class. and while the 4e barbarian is a nice enough concept. a feat such as Armor Specialization (Chainmail) is less useful when wearing Plasteel Links. This isn't really game balance affecting. The fact this power leaves you adjacent to an angry enemy. and it occurred to me that this was adding unnecessary bookkeeping. 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. When this mutation was originally written. Simply giving such feats +2 to AC is overpowering. and a later power let's you use the latter ability in a way the writers of the former ability never considered. "Save or Die" is not a major feature of 4e. even if a lot of the stuff in ED is "reflavored" magic or divine or what-not. anything 10 levels lower than the weapon should be nothing but a speed bump. this is my take on the Barbarian. xiii . So. Then it occurred to me that right before an extended rest. It's a daily power. this was at-will. but all of them added more complexity and required more rules than was justified for a single item. smeg it. undermining one of the main balances on tech items. I played with a bunch of mechanics to prevent this exploit.Originally. anyone using these gloves could just drain their healing surges safely and charge up a lot of UPCs.