New BASH Powers - Advanced Martial Arts!
The third stage in the Graboid life-cycle, this creature is the egg-layer. Like the African version of the Graboid, this creature is considerably larger and more dangerous than its North American Cousin.
This version of the monster stands at around seven feet in height, and weighs in excess of 1000 pounds. It still possesses the long, powerful legs and wings, but unlike it’s cousin from the America’s, the head is not shaped similar to that of the Graboid. Instead this one has a circular mouth filled with inward pointing teeth.
As aggressive as the American version of this creature is, the African version is even more so. Especially when it comes to anyone entering their territory or threatening the nest.
The creatures lay 2d8 eggs each, and stay with the nest, guarding and protecting it from possible harm, even after the eggs hatch and release the infant Graboids. Anyone foolish enough to try and remove eggs from the nest will be ruthlessly hunted and destroyed. To make matters worse, the creatures will also attack any family or close relations to the violator, as long as they have had a chance to sample the DNA, which they will use to track the offender’s family down. The creatures will kill and consume all members of the offender’s family for revenge, even if they get their eggs back.
As with their cousins, these creatures can use an explosive chemical mixture as a weapon. Any creature caught directly behind the creature (within 45 feet long by 10 foot wide corridor), can be injured or killed as it launches into the air. The chemical reaction is very hot and will easily start flammable materials aflame. This flame will cause 12d6 points of damage. The victim is allowed two saving throws. The first is to dodge out of the way (requiring a save versus energy). If it succeeds, the victim takes only half damage. The second is to avoid catching fire, (not required if the first save succeeds). The save is against energy again and if this fails, the fire will continue to burn for 1d4 rounds, inflicting 4d6 points per round. It can be doused by water or any flame retardant chemical. Also, any flammable material must save versus thermal (see Wisdom from the Wastelands issue 1) or burst into flame.
Mutations: Aberrant form (extra parts, natural weapons, xenomorphism), complete wing development, natural armor, sonic shout, thermal vision, toxic weapon (explosive gas), vision impairment (drawback).
Source: Tremors: Bloodlines (2015)
No. Enc: 1d4
Alignment: Neutral
Movement: 90' (30')
150' (50') Fly
60' (20') Jump
AC: 3
HD: 16
Attacks: 1 Bite or 2 stomps or wing slash or ass blast
Damage: 5d6 or 3d10 / 3d10 or 3d6 or 12d6
Save: L16
Morale: 10
Hoard Class: None
No. Enc: 1d4
Alignment: Neutral
Movement: 180' (60')
AC: 0
HD: 30
Attacks: 1 Bite or special (see description)
Damage: 8d6 or special (see description)
Save: L20
Morale: 10
Hoard Class: None
No. Enc: 4d4
Alignment: Neutral
Movement: 90’ (30’)
60’ (20’) Jump
AC: 4
HD: 1
Attacks: 1 bite or sonic attack
Damage: 1d4 or see below
Save: L2
Morale: 4
Hoard Class: N/A
No. Enc: 1
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 9-30
Attacks: 3-10
Damage: 1d6 per pseudopod
Save: L14 (regardless of total HD)
Morale:N/A
Hoard Class: N/A
No. Enc: 1
Alignment: Chaotic
Movement: 90’ (30’)
AC: 5
HD: 25
Attacks: 1 bite, 2 slams
Damage: 3d6 / 5d6 / 5d6
Save: L20
Morale: 11
Hoard Class:XV (lair only)
No. Enc: 3d6
Alignment: Neutral
Movement: 90’ (30’)
150’ (50’) Night
AC: 6 / 3 (night)
HD: 3
Attacks: 1 bite / 2 bites, 4 claws (night)
Damage: 1d8 / 1d8+3 / 1d8+3 / 1d6+3 / 1d6+3/ 1d6+3/ 1d6+3 (night)
Save: L3 / L6 (night)
Morale: N/A
Hoard Class: Incidental
No. Enc: 2d6
Alignment: Neutral
Movement: 90’ (30’)
Armor Class: 6
Hit Dice: 4
Attacks: 2 arms, 1 tongue
Damage: 1d8 / 1d8 / 1d4 plus class 10 poison
Save: L6
Morale: 8
Hoard Class: N/A
No. Enc: 1
Alignment: Chaotic
Movement: 120’ (40’)
AC: 4
HD: 16
Attacks: 2 claws and 1 bite.
Damage: 2d6+4 / 2d6+4 and 3d6+6.
Save: L20
Morale: 11
Hoard Class: I, II, IV, VII (artifacts only, 50%), VIII (any, not just gizmos), IX
No. Enc: 2d12
Alignment: Neutral
Movement: 90’ (30’) or 1 jump for up to 50’
AC: 2
HD: 1
Attacks: 1 slam or 1 bite
Damage: up to 5d6 or 1d4
Save: L2
Morale: 11
Hoard Class: N/A
No. Enc: 3d6
Alignment: Neutral
Movement: 120’ (40’)
AC: 2
HD: 6
Attacks: 1 ranged attack or 1d3 melee attacks.
Damage: Based on weapon, or based on weapon
Save: L6
Morale: 8
Hoard Class: Always 1 primitive firearm for each, 1 laser pistol mk 1 for the leader. 1d3 melee weapons per individual. VIII (80%) IX (80%)
No. Enc: 1d8
Alignment: Neutral Movement: 90’ (30’) ground 150’ (50’) flying
Armor Class: 8 (ground) 3 (flying)
Hit Dice: 8
Attacks: 2 claws, or 1 bite, or one sonic scream Damage: 1d8+2 / 1d8+2 or 1d6 + special, or see description
Save: L8
Morale: 6
Hoard Class: VII, X, XII (x5, 75% for each), XVI (artifacts only, 65%)
No. Enc: 1
Alignment: Chaotic
Movement: 150’ (50’)
AC: 3
HD: 20
Attacks: 4 legs, two grasps and 1 bite
Damage: 2d8+4 / 2d8+4 / 2d8+4 / 2d8+4 / 1d6+4 / 1d6+4 / 2d6+4 & class 6 poison
Save: L20
Morale: 11
Hoard Class: VIII, X, XIII
No. Enc: 1
Alignment: Chaotic
Movement: N/A
AC: See Below
HD: 1-20
Attacks: 1 vine, 1 bite
Damage: See Below
Save: L 1-20
Morale: 11
Hoard Class: VII, XXII (x3, 80% for coin, 75% for items)
No. Enc: 1d3
Alignment: Neutral
Movement: 30’ (10’) Land
90’ (30’) Water
AC: 0
HD: 18
Attacks: 1 bite
Damage: 2d6+4
Save: L18
Morale: 11
Hoard Class: N/A
Spell: See Beyond
School divination;
Level Alchemist 5, Cleric/Oracle 4, Druid 6, Inquisitor 4, Magus 5, Shaman 4, Sorcerer/Wizard 5, Summoner 4, Unchained Summoner 5, Witch 5
CASTING
Casting Time 1 standard action
Components V, S, M (an eye ointment that costs 250 gp)
EFFECT
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates;
Spell Resistance yes
No. Enc: 1d6
Alignment: Neutral
Movement: 120’ (40’)
AC: 3
HD: 6
Attacks: 2 claws, 1 bite, 1 tail
Damage: 1d6+2 / 1d6+2 / 1d8+2, 1d10+2 and special
Save: L6
Morale: 9
Hoard Class: N/A
No. Enc: 1d4
Alignment: Chaotic
Movement: 90’ (30’)
AC: 6
HD: 10
Attacks: 1d6 pseudo-pods or by weapon
Damage: 1d6 and special (see below) by weapon
Save: L14
Morale: 8
Hoard Class: VII (80% gold), VIII (85%), XII, XIV (65%), XVI (80% artifacts)
No. Enc: 4d8
Alignment: Neutral
Movement: 90’ (30’)
Armor Class: 7
Hit Dice: 1
Attacks: 1 Bite
Damage: 2d4
Save: L2
Morale: 4
Hoard Class: N/A
No. Enc: 2d3 or 20d10 in communities
Alignment: Neutral
Movement: 150’ (50’) swim
Armor Class: 5
Hit Dice: 10
Attacks: by weapon or 1d4 tentacle slaps
Damage: by weapon or 1d6+1 per tentacle
Save: L14
Morale: 8
Hoard Class: VII, XI, XIV
No. Enc: 1
Alignment: Chaotic
Movement: 90’ (30’)
AC: 4
HD: 10
Attacks: 2 bites or one horn slash, and 2 claws
Damage: 2d6 / 2d6 and bacteria, 3d3 and 1d8 / 1d8
Save: L10
Morale: 8
Hoard Class: N/A
No. Enc: 1
Alignment: Neutral
Movement: 90’ (30’)
Armor Class: 6
Hit Dice: 4
Attacks: 4 tentacles or by form (see description)
Damage: 1d6+1 / 1d6+1 / 1d6+1 / 1d6+1 or by form
Save: L 6
Morale: 6
Hoard Class: N/A
No. Enc: 2d4
Alignment: Chaotic
Movement: 210’ (70’) Fly
90’ (30’) Ground
AC: 5
HD: 2
Attacks: 1 beak, 2 claws and special.
Damage: 1d4, 1d4+2 / 1d4+2 and see description
Save: L4
Morale: 11
Hoard Class: N/A
Are you dissatisfied with merely being hard to hit, or hard to hurt in hand to hand combat? Do you yearn to have your characters do all the Wu Shu craziness of Crouching Tiger, Hidden Dragon, or the Gun Fu of Hong Kong cinema? Look no further. Here are three new powers available to those who have mastered certain forms of BASH martial arts. And the best part, because they are martial arts abilities, they are Intense Training Powers, and won't count as actual super powers for those of you who have pesky disadvantages that limit that sort of thing.
Here, at d-Infinity, we bring you 'Advanced Martial Arts':
These are new abilities that build some super into martial arts, based on the ones you are already so good at. They move martial arts into the arena of super powers, but not so far that they mimic other powers that exist in BASH [heck if that is all you want, go on on over to the BASH help desk and get hooked up with Superjump, or Flight, or Deflection already].
Each of these new abilities has a prerequisite that must be purchased in order to have access to the Advanced Martial Art dependent upon it. Advanced Martial Arts may be purchased normally as one of the arts in a 3 or 5 martial art power suite, as long as any Prerequisites are purchased as well. So you could spend 3 points to give your character the Fast and Defensive Martial arts, and take Untouchable [which has Defensive as a prerequisite].
Note: although it was the intent of this writer that these abilities not cross the line into super powers, the final word on that is naturally up to each GM. And of course, such potent abilities are usually not available at the nearest Karate-Are-Us dojo on the corner. You will probably want to work out with the GM where you gained such fantastic skill.
Untouchable [Prerequisite – Defensive]: You do not suffer the usual Dice penalty to your Agility for defending against multiple opponents [-2 for 2 or 3 opponents, -4 for 4 or more] in melee, and they gain no benefit for their numbers against you. Gangs do not get a to hit bonus for their numbers but do inflict multiple hits if the attack roll beats your defense by more than 5. Mobs stats are unaffected by this advantage, but multiple mobs would not inflict the dice penalty to your Agility. This has no effect on ranged attackers. This is particularly good for a hero who wants to be able to waltz through a room full of mooks without a scratch.
Iron Body [Prerequisite – Tough]: On your panel, you can reduce your Agility [by as much as 2] and increase your Soak and Knckback resistance an equal amount. This can raise your soak total above 5, but you cannot reduce Agility below 0. All agility related rolls [including skills, or your chance to hit] are reduced to coincide with the new multiple, but you do not lose any skill selections due to your temporarily lower Agility. You can lower your Agility to zero if you wish but then you cannot act that turn. The change lasts until your next panel begins. If the GM chooses, she may limit your use of Iron Body to Hand to Hand only, or to attacks that are not obviously lethal. or ask that you pay a hero point in such circumstances.
Mobile [Prerequisite – Fast]: You can make a normal move or a double move up a vertical surface or across water or other surface not normally capable of supporting your weight, just as though you had sufficient speed using Super Running. If you end your turn on a vertical surface or one that could not support you, you must pay a hero point or suffer any effects that would normally occur, such as falling off a wall or through the surface of a pool of water. Any effect linked to the surface you are traversing still affects you normally. So a damaging force field or and a lake of acid would still hurt you.
Master Grappler [Prerequisite – Grappling] You gain a +2 Dice bonus to Brawn with all Grappling maneuvers. In addition, while in a grapple, unless you chose otherwise, incoming attacks that would hit you, instead hit your grappled victim. You may spend a Hero Point to make any called shots against you that Page [to avoid hitting your victim] at +20 Difficulty while you are grappling.
Devious [Prerequisite – Tricky] – When your Defense roll is high enough that your opponent misses you, you can spend a Hero Point to make an immediate unarmed counter attack. If your Defense roll is Doubles AND your opponent misses, you are considered to have rolled exactly what you needed to hit automatically and may inflict unarmed combat damage immediately.
Option: Prohibited or Increased Cost - If the GM feels that these abilities are too specialized, or to powerful, she may rule that a single martial artist can only have a single Advanced ability. Or, she may increase the cost of each Advanved ability by 1 point, cumulatively.