Right now, I'm putting the finishing touches on the Sentai POD product. The two combined Sentai Books topped out at about 38,000 words; Sentai Strike, as I've titled the POD version is 46,000 words, give or take. This afternoon I got a few rough sketches from Amanda for the last three pieces of art I need for Sentai Strike POD. Expect that one soon.
I'm working on two additional Heavy Future books, in addition to the eventual ER: Erobots racebook: Dirty Galaxy, which focuses on traps, diseases and other non-monster type hazards, and a follow on to Heavy Weapons, which includes more spells, gear and magic items. I thought I'd preview some new Heavy Future content- a new trap, new disease, new haunt, new spell and new piece of armor. The spell, Execution Finches, is directly inspired by a scene in the movie whose poster appears at right.
Enjoy,
CHRIS
New Spell: Execution
Finches
School evocation Level druid 3, witch 3
Casting Time one standard
action
Components V, S,
M (the feather from any songbird)
Range medium (100
ft + 10 ft/level)
Duration 1 round/ 4 levels
Saving Throw REF
half Spell Resistance No
This spell
summons a swirling, chaotic swarm of glowing spectral songbirds the color of
whore-house neon. The Execution Finches exist for one round per four caster
levels. On the first round, they target a single victim of the caster’s
choosing, inflicting 1d6 slashing damage per caster level (maximum 10d6) with a
REF Save for half damage. On the second
round and all subsequent rounds of the spell, the caster can direct the
Execution Finches to attack either the original target or another target within
range, as a free action.
New Armor: Bio-Ooze
Bio-Ooze is a living form of
space suit used through the galaxy. Bio-Oozes are cultured by techno-botanists;
gardens for bio-ooze cultivation are rancid slicks of blue algae that can
stretch for hundreds of acres. In its inactive state, the ooze is stored in a
small cylinder worn on a neck or belt lanyard. When the container is open, the ooze
crawls over the wearer’s body and into every crevice. The bio-ooze hardens into
a thick coating of slime, fungal nodules and bark, which functions as a
strange, techno-organic space suit. These growths flake away and fall off when
the suit returns to its inactive state, leaving only a thin slick of growth matrix to return to the container
to regenerate.
Special: Bio-Ooze in its active state
functions as a Space Suit. Applying or removing Bio-Ooze is a standard action,
like applying an oil. The Bio-Ooze can remain active for up to 3 hours
continuously, before returning to its canister to recover for 1d6 hours. The
Bio-Ooze will also return to inactive state if targeted by diminish plants or similar magic, or exposed to any contact or
injury poison that affects plants.
Special: As a completely organic
suit, Druids can wear Bio-Ooze without restriction.
Armor
|
Type
|
Equip.
Bonus
|
Nonprof.
Bonus
|
Max
DEX Bonus
|
Armor
Penalty
|
Arcane
Failure
|
Speed
(30 ft)
|
Weight
|
Purchase
DC
|
Rest.
Rating
|
HEAVY
ARMOR
|
||||||||||
Bio-Ooze
|
Heavy,
Tactical
|
+4
|
+1
|
+2
|
-4
|
30%
|
30
ft
|
35-40
lbs
|
650
gp DC 16
|
Lic
+1
|
New Disease: Energix
Pregnancy
Energix are
common pests, well known and well loathed by spacers. These fist sized bundles
of plasma are native to hyperspace, and reproduce by using humanoids traveling through
hyperspace as hosts. Zipping through the abdomen of a humanoid, the Energix
leaves behind a charge of exotic energy and dark matter that progresses through
a pregnancy in a matter of hours, resulting in a horrible ‘birth’- an explosion
deep within the victim’s womb that births several new Energix parasites.
Type:
contact (Hyperspace environments only)
Save:
REF DC
20 to avoid ; FORT DC 18 to overcome
Onset: 1 hour
Onset: 1 hour
Frequency: 1/hour
Effect:
2d4 Fire damage, 1d4 Pleasure damage. If the disease goes untreated for a
number of hours equal to the months of a normal pregnancy for your species (9
hours for baseline humans), the Energix Pregnancy comes to term.
The
victim suffers 5d6 points of Fire damage and 3d6 points of Pleasure damage. All
creatures and objects within 30 ft suffer half damage (REF
DC 15 none), and the disease ends. Dozens of new Energix parasites are created,
blasting away in random directions to seek new hosts.
Cure:
3 consecutive saves
New Trap: Vore Flora (CR 4)
Various kinds of
carnivorous, acidic plant life exist throughout the galaxy. Most are deeply
buried, concealing the majority of their substance beneath the topsoil or other
ground cover. When the vibrations of large creatures passing nearby trigger
them, Vore Flora lash out with several strong, barbed tendrils, attempting to
pull their prey into the plant’s buried digestion chamber.
Type: natural hazard
Perception: DC 25 or Survival DC 20
Disable Device: Not applicable. Use Survival DC 25 to kill or nullify the danger the plant poses.
Perception: DC 25 or Survival DC 20
Disable Device: Not applicable. Use Survival DC 25 to kill or nullify the danger the plant poses.
Trigger: proximity
Duration: 6 rounds
Reset: automatic
Duration: 6 rounds
Reset: automatic
Effects:
1d4+1 attacks +8 melee (1d8 bludgeoning plus 1d6 acid). If two or more
attacks hit the same target, the Vore Flora makes a Combat Maneuver at a +12
bonus and pulls the target into its space. If this is successful, the target
automatically suffers 2d8 acid damage per round. If the target is still alive
after 6 rounds, or still struggling, the Vore Flora spits out or releases its
prey and sinks back into the soil.
New Haunt: Disco
Doom (Irresistible Dance) (CR 10)
Long
forgotten dance clubs, abandoned pleasure domes and zombie-haunted
crime-stations occasionally ring with the psychic ghost of dance music from a
century ago. Flashing, multicolored lights blast away thought, forcing
explorers and tomb raiders to dance uncontrollably.
XP: 9,600
Alignment and Area: 40
ft x 20 ft chamber or corridor in an abandoned space station.
Caster Level: 16th
Notice: Perception
DC 21 to notice faint disco music from a previous decade or century echoing
through the halls or over your comms network
HP: 16
Weaknesses: Characters who have chosen Elvis Presley the Uncrowned King as their patron deity receive a +4 circumstance bonus on WILL Saves against this trap. Elvis worshippers got no time for disco.
Weaknesses: Characters who have chosen Elvis Presley the Uncrowned King as their patron deity receive a +4 circumstance bonus on WILL Saves against this trap. Elvis worshippers got no time for disco.
Trigger: When any
sentient creature enters the area.
Reset: 1 hour
Reset: 1 hour
Effect: Any
target entering the area must succeed at a DC 18 WILL Save or be affected by Irresistible Dance.
Destruction: At
least 500 gp worth of disco data-crystals or other storage mediums must be
placed at the center of the haunt, and burned by hand lasers.
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