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Elemental Anima

In document Aberrant D20 Sourcebook (Page 163-165)

“You have no conception of the powers at my command. Allow me to demonstrate.” Quantum Level: Level: Level: Level: Level: 3 Manifestation Time: Manifestation Time:Manifestation Time:

Manifestation Time:Manifestation Time: 1 standard action Range:

Range:Range: Range:Range: See text Effect: Effect:Effect: Effect:Effect: See text Duration: Duration:Duration: Duration:Duration: See text Saving Throw: Saving Throw:Saving Throw: Saving Throw:Saving Throw: See text Save Bonus

Save Bonus Save Bonus Save Bonus

Save Bonus Command IntensityCommand IntensityCommand IntensityCommand IntensityCommand Intensity

0 Minor/Quirky: Blink, eat a bug, wear a particular suit of clothes.

+2 Major/Noteworthy: Do my chores; buy dinner for someone you hate.

+4 Complex/Antithetical: Worship a foreign god; follow a par- ticular set of commands (“Fill out this form, mail it to Wilkes- Barre, PA from Boise, Idaho, and after doing so, take out a full-page newspaper ad which reads...”); attack (or refrain from attacking) whomever you indicate in combat. +8 Total Control: Commit suicide; perform any task, no

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Power Resistance: Power Resistance:Power Resistance: Power Resistance: Power Resistance: See text Power Points:

Power Points:Power Points: Power Points: Power Points: See text

Description: Description: Description: Description:

Description: You can project your quantum consciousness into a particular element or phenomenon — fire, sound, ice, electricity, darkness, water, etc. — allowing you to control and shape it to your will as a kind of “anima.”

Effect: Effect:Effect: Effect:

Effect: Choose the anima you want when you select the power (sub- ject to GM approval). A reasonable portion of the anima must be within 10 feet per level — flame from a fireplace, a steady breeze, a room in shadows — for you to build upon it to manifest various effects. As a general guide, the minimum element or phenomenon should cover a 5- foot area; the GM is the final arbiter of what is considered a reasonable portion. Only if you have the elemental mastery technique (see below) can you manifest these techniques without an existing source of anima.

The exact method of manifestation depends on the nature of the element you choose. Further, some techniques may not be appro- priate to certain properties — you may get movement capability from fire or water powers, but it’s unlikely that you could get that benefit from darkness.

The listed techniques are common expressions of this power; pick two when you determine your anima (the rest are purchased with additional power slots). You may purchase this power more than once; each new elemental anima represents a different element or force.

Adjust Temperature

Range: Range:Range: Range: Range: 0 Area: Area:Area: Area:

Area: Spherical emanation (10-ft. radius/level) Duration:

Duration:Duration: Duration:

Duration: 1 min./level (D) Power Points:

Power Points:Power Points: Power Points: Power Points: 2

Effect: Effect:Effect: Effect:

Effect: This functions like the temperature control technique under weather control, with modifications to area and duration.

Alter Amount

Range: Range:Range: Range:

Range: Close (25 ft. + 5 ft./2 levels) Area:

Area:Area: Area:

Area: Spherical emanation (10-ft. radius/Quantum) Duration:

Duration: Duration: Duration:

Duration: 1 round/level (D) Power Points:

Power Points:Power Points: Power Points: Power Points: 3

Effect: Effect:Effect: Effect:

Effect: You increase or decrease the effect of your anima’s ele- ment or force in the area (e.g., brighten or dim light, increase or re- duce a fire’s intensity), as indicated below. You may not alter your own quantum powers, but you may adjust the powers of a character with same element or force as your anima.

A target whose powers you want to adjust may negate the influ- ence with a successful Fortitude save against the effect; otherwise, the power is enhanced or diminished for the listed duration.

character level per inch of thickness. The barrier is 1 inch thick per four character levels; you can double its area by halving its thickness.

The barrier is considered solid regardless of whether your anima is physical (ice, stone, wood) or energy (darkness, fire, wind). In the latter case, assume that the energy is of sufficient intensity as to pro- hibit any passage through. (At the GM’s discretion, an energy form such as electricity or fire may deal 1d4 points of damage per round to creatures who come in contact with the barrier.)

A barrier can be created in simple shapes (curve, bridge, ramp, etc.). This requires a successful DC 20 Craft (structural) check. A span extending more than 20 feet over open space must be arched and buttressed, reducing the power’s area by half.

The barrier is stationary once created, although you can take a standard action to move it with you as long as it remains connected to a solid surface. You may separate a barrier from a solid surface if it’s made of an energy anima, at the GM’s discretion.

A barrier can be destroyed by damage inflicted through con- ventional means or quantum powers (note that disintegration does not affect energy forms). Each 5-foot square has 15 hit points per inch of thickness and hardness 8. A section whose hit points drop to 0 is breached. Breaking through the barrier with a single attack re- quires a successful Strength check against DC 20 + 2 per inch of thickness.

Blast

Range: Range:Range: Range:Range: 150 ft. Area: Area:Area:

Area:Area: 150-ft. line Duration: Duration: Duration:

Duration: Duration: Instantaneous Saving Throw: Saving Throw:Saving Throw:

Saving Throw:Saving Throw: Reflex half Power Points:

Power Points:Power Points: Power Points:Power Points: 2

Effect: Effect:Effect:

Effect:Effect: You shape, strengthen and redirect the anima into a pow- erful burst that deals 1d6 points of damage per two character levels (maximum 10d6) to each target within its area. The anima determines the damage type — fire, sonic, force water, darkness, wind, etc.

Crush

Range: Range:Range:

Range:Range: Close (25 ft. + 5 ft./2 levels) Area:

Area:Area: Area:Area: 1 target Duration: Duration: Duration: Duration: Duration: See text Power Points: Power Points:Power Points: Power Points:Power Points: 3

Effect: Effect:Effect:

Effect:Effect: You slam or grapple a target with a quantity of the anima — an intense burst of wind, giant fire talons, a hand of stone that erupts from the ground, etc. Make a ranged touch attack with an at- tack bonus equal to (your base attack bonus + the slam or grapple Strength bonus given below). The anima is not subject to an attack of opportunity for the attempt.

As a slam attack, the anima inflicts 1d10 points of bludgeoning damage per two character levels (maximum 5d10) and performs an overrun on the target as a Large creature with Strength (18 + your Quantum score) and the Improved Overrun feat (see the Player’s Hand- book, Chapter 8, “Overrun”). Regardless of whether you succeed or fail the Strength check, the anima’s crushing shape disperses immedi- ately after the overrun attempt. This is an instantaneous effect.

As a grapple attack, the anima makes an opposed grapple check as a Large creature with Strength (25 + your Quantum score). You can perform any viable maneuver options while grappling a target (see the Player’s Handbook, Chapter 8, “Grapple”). This lasts 1 round

Barrier

Range: Range: Effect Type Effect TypeEffect Type Effect Type

Effect Type ResultResultResultResultResult

Non-damaging effect1 Enhance by 25%/3 Quantum

Diminish by 25%/2 Quantum Damage effect Enhance by 1 die/3 Quantum Diminish by 1 die/2 Quantum

1 Enhancing liquid to fill a space or diminishing air to create a vacuum may

require those within the area to deal with the effects of drowning or suf- focation (see the DMG, Chapter 8, “Suffocation” and “Water Dangers”).

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CHAPTER FOUR: QUANTUM POWERS

163

In document Aberrant D20 Sourcebook (Page 163-165)