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Quantum Vampire

In document Aberrant D20 Sourcebook (Page 182-184)

Level: Level: Level: Level: Level: 2 Manifestation Time: Manifestation Time:Manifestation Time: Manifestation Time:

Manifestation Time: 1 standard action Range: Range:Range: Range: Range: Touch Target: Target: Target: Target: Target: 1 superhuman Duration: Duration:Duration: Duration:

Duration: Instantaneous/1 hour; see text Saving Throw:

Saving Throw:Saving Throw: Saving Throw:

Saving Throw: Fortitude negates Power Resistance:

Power Resistance:Power Resistance: Power Resistance: Power Resistance: Yes Power Points: Power Points:Power Points: Power Points: Power Points: 2

Description: Description: Description: Description:

Description: You can take from other superhumans the one thing that they treasure most — quantum power.

Effect: Effect:Effect: Effect:

Effect: On a successful melee touch attack, you siphon from su- perhuman target 1d6 power points per two character levels (maxi- mum 10d6). You gain temporary power points equal to the amount you siphon; however, you cannot gain more than the target’s current power points, and you must make a taint check if you exceed your normal maximum. The temporary power points disappear 1 hour later; the target recovers his siphoned power points as normal.

Quantum Regeneration

“I’ll be ready to go in an hour.” Quantum Level: Level: Level: Level: Level: 1 Manifestation Time: Manifestation Time:Manifestation Time: Manifestation Time:

Manifestation Time: 1 standard action Range: Range:Range: Range: Range: Personal Target: Target:Target: Target: Target: You Duration: Duration:Duration: Duration: Duration: See text Power Points: Power Points:Power Points: Power Points: Power Points: 0

Description: Description: Description: Description:

Description: You can recover spent quantum energy faster than

Quantum Vampire

“I’ve always wondered what it was like to fly.” Quantum

Level: Level: Level: Level: Level: 2

Manifestation Time: Manifestation Time:Manifestation Time:

Manifestation Time:Manifestation Time: 1 standard action Range:

Range:Range: Range:Range: Touch Target: Target: Target:

Target: Target: 1 living creature Duration:

Duration:Duration:

Duration:Duration: 1 min./level Saving Throw: Saving Throw:Saving Throw:

Saving Throw:Saving Throw: Will negates Power Resistance: Power Resistance:Power Resistance: Power Resistance:Power Resistance: Yes Power Points: Power Points:Power Points: Power Points:Power Points: 2

Description: Description: Description:

Description: Description: You can steal powers or even life force from others. Effect:

Effect:Effect:

Effect:Effect: When selecting the power, define a single quantum power that you can steal from targets (including specific techniques for a 3rd-level power). The target loses the use of the power and you gain its use for the duration of quantum vampire. You do not gain any extras with a stolen power, and you cannot steal powers from a nova whose powers are dormant. If you do not have the requisite number of quantum powers to allow for the power you chose, you must spend double the power points when you use the power. So, a character with quantum vampire can use flight normally when he steals it if he has two 1st-level powers but no 2nd-level powers. If he also has one 2nd-level power, however, he doesn’t have any “open” 1st-level powers to apply to the stolen flight; he must then spend double the power points if he uses his stolen flight.

You may instead declare that this power steals hit points. Your touch deals 1d8 points of damage per three character levels (maximum 6d8). You gain hit points equal to the damage you deal, up to the target’s current hit points +10 (which is enough to kill her). You can gain hit points in excess of your own hit point total; any hit points beyond this amount are temporary and disappear when the power expires.

You can purchase this power more than once, selecting a differ- ent power each time.

ABERRANT

CHAPTER FOUR: QUANTUM POWERS

181

Manifestation Time: Manifestation Time:Manifestation Time: Manifestation Time:

Manifestation Time: 1 move action Range: Range:Range: Range: Range: Personal Target: Target:Target: Target: Target: You Duration: Duration:Duration: Duration: Duration: 1 hour/level (D) Power Points:

Power Points:Power Points: Power Points: Power Points: 1

Description: Description: Description: Description:

Description: Whether your eyes have an extra transparent lid that protects against bright lights or armored skin so tough that your nerves cannot be numbed, you become immune to adverse condi- tions that affect certain senses.

Effect: Effect:Effect: Effect:

Effect: When selecting the power, define which sense it pro- tects (vision, hearing, touch, scent, taste). You succeed automatically at any saving throws against attacks or phenomena that have a direct effect on that sense (or ignore any relevant penalties, if no saving throw applies).

Extras

Extra Sense: The power affects an additional sense. You may se- lect this extra twice, choosing a different sense each time. Cost: 1 pp.

You can use multiple techniques to create unusual forms — for example, using creature forms and object forms to become an alliga- tor made of iron, creature forms and humanoid forms to become a minotaur, or humanoid forms and object forms to change your hand into a sword. The GM may set specific traits of such unusual crea- tures herself, or refer to the MM. If a creature from the MM is used, you do not gain any of its “supernatural” or “spell-like” abilities.

Your character level determines the range of changes available to you. You are limited to forms whose maximum Hit Dice do not ex- ceed your character level; further, your level dictates the size limits of any forms you assume, as noted in the corresponding chart.

Shapeshift

“She ran in here, eh? The only thing in this room is a cat, you idiot!” 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: Personal Target: Target:Target: Target: Target: You Duration: Duration: Duration: Duration: Duration: 1 min./level (D) Power Points:

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

Description: Description: Description: Description:

Description: You can take on the appearance of something else. With sufficient skill, you could take the guise of anyone or anything — another person, an animal, a piece of furniture, or even some- thing out of myth!

Effect: Effect:Effect: Effect:

Effect: Choose two techniques when you select this power; the rest are purchased with power slots as normal. The technique or techniques you select dictate your shapeshift options. Creature forms includes the shape of any fauna and flora — a bear, a dolphin, a rose bush, and so on. Humanoid forms encompasses any humanoid creature. Object forms cov- ers any object — a chair, a ramp, a computer, and the like.

This power works only for your body; changing your clothes, effects or carried items along with your body requires the Eufiber or Attunement background feast. You may choose to include attuned items in the change; such items become nonfunctional for the dura- tion of time they are melded into your new form. You revert to your original form if you are killed.

You are disguised as a member of any new form you assume. You can designate basic physical qualities (e.g., height, weight, sex, skin color, hair color, hair texture) within the normal ranges for a creature of that kind. If you use this power to create a disguise, you get a +10 bonus on your Disguise check.

1st level–7th level: You may assume variations on your normal forms only (see individual techniques for the “normal forms” of each). Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

Regardless of the form you assume, you retain the following as- pects of your normal form: ability scores, class and level, hit points, alignment, base attack bonus, base save bonus, superhuman special attacks and qualities (except for those requiring a body part that the new form does not have), extraordinary special attacks and qualities derived from class levels (you lose any from your normal form that are not derived from class levels).

When assuming a new form, you retain your own mind but ac- quire the new form’s physical qualities — natural size, mundane move- ment capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weap- ons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two- weapon attacks) than normal. If the new form is capable of speech, you can communicate normally.

You do not gain any extraordinary special attacks or special quali- ties not noted above under physical qualities (e.g., darkvision, low- light vision, blindsense, blindsight, fast healing, regeneration, scent). You do not gain the form’s superhuman abilities. Any part of your body or piece of equipment that is separated from the whole reverts to its true form.

8th level–14th level: As with 1st level through 7th level, but the type of forms you can change into expands (see individual techniques for a list of available forms). Further, your creature type and subtype (if any) change to match the new form. You gain the Strength, Dex- terity, and Constitution scores of the new form but retain your Intel- ligence, Wisdom, and Charisma scores. You also gain all of the form’s extraordinary special attacks, but not any of its extraordinary spe- cial qualities or any superhuman abilities.

15th level–20th level: As with 8th level through 14th level, but you gain all extraordinary and superhuman abilities (both attacks and qualities) of the assumed form. However, you lose your own super- human abilities (except the ability to shapeshift) for the duration.

Character CharacterCharacter

CharacterCharacter ShapeshiftShapeshiftShapeshiftShapeshiftShapeshift Level

LevelLevel

LevelLevel Size ParametersSize ParametersSize ParametersSize ParametersSize Parameters 1st–5th Small to Large 6th–10th Tiny to Huge

11th–15th Diminutive to Gargantuan 16th–20th Fine to Colossal

ABERRANT

Parts of your body or pieces of equipment do not revert to their origi- nal forms if separated from you.

Extended Duration

In document Aberrant D20 Sourcebook (Page 182-184)