Bio Booster Armor Guyver D&d Version 2

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The Bio Booster Armor: Guyver D&D 3rd Edition Version 2

With in the Worlds of Dungeons and Dragons there exists a variety of different and very odd beings and creatures. While most people are familiar with parasites, symbiots often go unlooked. The Guyver is an unusual symbiot that permanently bonds with a host. The host is turned into an unstoppable force of nature generally called a Guyver. The host is capable of transforming into an insect like looking armored form that boosts the hosts own natural abilities several fold, and supplying them with special powers and abilities that no other being has. In its natural, on bonded form the Guyver is nothing more than a circular looking object, with 3 weird metal plates that are wrapped around a stringy substance with a very shining and polished metal sphere with a crevice going around the top of it forming a circle on the sphere. Once a humanoid being comes near and touches the otherwise innate object the crevice suddenly comes to life shining brightly. The metal plates suddenly pop of dissolving into nothing. The substance inside suddenly turns gelatinous and leaps out at the person, completely encasing them. The creature then enters into the persons body. The outside begins to take form and harden. After a few minutes the person is standing there in an alien organic armor. In this form person is significantly stronger, faster and deadlier. The person is able to regenerate limbs, and parts of their anatomy, they have weapons built into their body and can survive many different conditions. Because of this a normal person can become an engine of destruction that would do the gods of war proud. Because of this the person has their very own unique being. The name Guyver is elvish for one that is out of control, or one that can not be controlled. Level Adjustment: The Guyver symbiot turns an ordinary being into something more than they once were. The person is now apart of a different race, neither human, elven, dwarf or anything else. They are Guyver. The Guyver has a +2 level adjustment. Hit Dice: This is dependent upon the characters class. This doesn’t change when in the characters Guyver form. Base Race: The character has a base race of either Human, Elf, Half Elf, Dwarf, Halfling, and Gnome. While they retain all of their racial adjustments they gain some other bonuses as a Guyver, but these

bonuses are not seen fight off the bat. It takes time to discover these abilities and powers. As the character advances in level they gain new powers as a Guyver that are only usable while the character is in their Guyver form. Regardless of height and weight of the character it is different while in the Guyver form. The characters height and build increases by an inch, they also gain about an extra foot in height with their horn, which doesn’t really count as the characters actual height, their weight doubles. Each Guyver form is different in looks and color, but all Guyver’s do bear some passing resemblance to each other. Women even have a feminine look.

Transformation: The character is capable of transforming from what seems like an ordinary person into an engine of destruction. Initially the character does not have any of the armors weapons and abilities except for their physical boosts. Upon becoming a Guyver the character gets a +5 to their Strength, and Dexterity. The character’s Constitution however remains at the normal. Additionally the characters Base Speed doubles at level 1, and triples at level 10. Also while in the Guyver form they are not easy to harm. The character gets a Damage Reduction of 3/-, but the character may add their Constitution Modifier to this number. The character also gets a +5 to their AC while in the Guyver form.

Additionally the very act of transforming is a very deadly and destructive matter. Anyone or thing with in a 5-7ft area of the character has a chance of being killed. The act of transforming into the Guyver form, from that of the characters normal form. The process is a full round action, but is instant. Transforming creates a dimensional rift around the character. The armor is then suddenly on them. Any bulky equipment and items have to be dropped or they are destroyed. Anything takes 4d10 points of damage. Bulky armor, medium to heavy, or metal must be removed or it will also be destroyed. Light armor like leather and padded are not effected by this. Magic Items that are close to the body, like rings, and amulets are not harmed, but more bulkier items like gauntlets are. Magic Items that are worn do retain their bonuses when the character is in the Guyver form, however any AC bonuses must be natural bonuses only in order for the character to be able to use them in the Guvyer form. Another down side that while in Guyver form the character can not wear magical items that also provide an AC boost or anything else unless it is a Natural AC bonus.

Regeneration Guyvers can regenerate, but not in the same sense as a troll or other creature. Lost limbs regenerate at a rate of 1 inch per half hour. Same goes for lost chunks of anatomy. Hit Points however are a bit different. When in their normal “human” form they heal at a normal speed. While in the Guyver form it’s a bit faster. Upon transforming the character instantly regains Hit points as if they had rested for a full day. The Guyver must heal back at least half of the damage taken while in the Guyver form before they can revert back to normal. While in the Guyver form the character heals at a rate equal to the Character’s Constitution modifier +2, (at least 2 points if Con. Mod is in the negatives), per half hour. Subdual damage is also healed faster. When assuming the Guyver form any subdual damage that

was taken is all restored. Any subdual damage taken while in the Guyver form heals at a rate of 1 point per minute. They Guyver can Regenerate as long as the control medal in their forehead remains there. If it is removed the Guyver begins to loose hit points fast as their body begins to melt. It looses HP at a rate of 1d10+5 points per round. (It takes a Strength check DC 30 to remove the Control Metal, anything bigger than a Large Sized creature can not remove the control metal as they are to big to handle such a small object. The Control Metal is a Tiny target and specific attacks against it must beat an AC equal to the Guyvers normal AC +8. Grappling on the other hand does not have to worry about this AC bonus and can ignore it.) However so long as the control metal is intact the character can regenerate completely at the normal rate. When they are done however they are in a Berserk mode for 1d6 rounds. Damaging the Control Metal is a very hard act and can only be done before the Guyver bonds with a host. While in the Guyver form the character can not be turned into a were-creature, or undead. As a human the character can transform, if they have time. The character can transform to flush their sstem of these effects instantly looses half of their Constitution as the Guyver form flushes their system in a spray of blood from the nozzles on the mouth. After this the character can revert back to normal, but will be very weak and need to rest for a few days (1d4), after which they can act normally and regain lost Constitution at a normal rate. If they remain in the Guyver form they can act normally, but are at a -4 to all actions due to the heavy amount of lost blood. The character will regenerate the lost blood but they will still be weak once back in their normal form. Lastly the Guyvers ability to regenerate form disintegration spells/powers is diminished slightly. Guyvers take 3 times longer to regenerate from such attacks.

Sensors Guyvers have 2 orb’s in their head that can move back and forth. These orbs allow the Guyver to move about and know their surroundings even in total darkness. They can also detect movement around the Guyver. Thus a Guyver does not loose their Dex bonus to their AC while in the Guyver form. Additionally the Guyver gains a +1 insight bonus to their AC at every 4 levels of advancement in a class. The character also can fight normally even if blinded, or in complete darkness simply by using the sensors. The Guyver can sense anything moving with in 10ft of them, and if they make Concentration check (DC 20) then can extend that range out to 40ft. The Guyver can tell how many beings there are, as well as positions, but nothing more beyond that. These orbs effectively provide the Guyver with Bindsight, but can work in any conditions. Because of these things the Guyver can not be the target of sneak attacks so long as the attacker is with in 10ft of the Guyver, or so long as the Guyver is not flanked. Out side of this the attacker can make ranged sneak attacks. Lastly the sensors provide a +4 bonus to Listen, Search and Spot checks made while in the Guyver form.

Breathing The Guyver has 2 nozzles located on one side or both sides of the face. These are how the Guyver breaths. They can filter water for oxygen, as well as gasses. In a vacuum however the Guyver will have to hold their breath, but can do so for 2x longer than they normally could in their normal form.

Unarmed Strikes The Guyver can make unarmed attacks as if they were armed and do not draw attacks of opportunity. Additionally the Guyvers unarmed attacks are stronger than those of other characters (except for the monk…unless the Monk is a Guyver as well). The character can do an extra 3d4 points of damage with their Unarmed Attacks. Thus the Damage for a Guyver’s unarmed attack would be: 1d3 +3d4 +Str. Modifier. If a Monk (say level 1) then they would do: 1d6 +3d4 +Str. Modifier.

Powers The character starts play with access to only the Mega-Smasher. Every 3 levels of advancement allows the character access to 1 more power of their choice. The power should be discovered in game as part of a battle.

Mega-Smasher The Mega-Smasher is the “ultimate” weapon of the Guyver. As the character advances in level the power of this weapon increases as well. The Mega-Smasher is made up of 2 orbs located under the Guyver’s chest plates. The plates have to be opened in order to use it. • Damage: 2d10 starting at level 1. Gains 2d10 every level hitting its max at level 10. Damage is considered disintegration damage and can not be regenerated and must be healed normally. (For other Guyvers hit by this, or nicked by it they still regenerate but it takes 3 times longer.) A roll to hit is not required. Anything in front of the 20ft wide beam is effected. One Mega-Smasher has a 10ft wide beam, with both its 20ft wide. • Range: 1 mile, gains another mile in range every other mile. • The Mega-Smasher is a high degree of power. The Mega-Smasher can only be used once per day. Also when used the Mega-Smasher draw’s out a lot of the Guyver’s energy. The Guyver looses its Strength, and Dexterity Bonus, and the character also looses access to all of their weapons/powers that being in the Guyver form offers. After all of this the form can only be maintained for a number of minutes equal to the characters Constitution Mod, +1. • The character can choose to use only 1 Mega-Smasher rather than both. The Guyver does not suffer all of the penalties listed above until both are used. When one is used the character only looses ½ of their Strength and Dexterity bonuses, but can still use all of their other abilities. This blast is at half the full amount of power. (So if both can doe 6d10, then one will do only 3d10. • Using the Mega-Smasher, either one at a time or both at once counts as a full round action.

Sonic Swords The spikes on the forearms, although small instantly extend out to long sword like blades. These blades generate a field of sonic energy, making the blade far sharper than an ordinary sword. The character however is at a -4 to hit with these blades that is until they gain an Exotic Weapons Proficiency in the Sonic Swords. However there is one thing. Some Guyvers have 2 blades rather than 1. These blades are slightly curved. (When the arm lays flat along the body the tip of the blade or blades point up and outward when extended.) The number of blades is determined at the characters initial creation with having the unit. Roll 1d6, on a 1-3 the character has only 1 blade on each arm, on a 4-6 the character has 2 blades on each arm. • Damage: With 1 blade the damage is 1d8, Critical of 17-20/x2. With 2 blades the damage is 1d10, Critical of 17-20/x2. Damage is also considered sonic damage. If a structure or creature is

• • •

immune to sonic damage then the critical hit is reduced to 19-20/x2, and normal damage is reduced to 1d6 for a single blade and 1d8 for 2 blades. Both types are slashing weapons. The Sonic Swords can be used as often as the character desires. The Sonic Swords gain an effective enchantment bonus of +1 at every 4 levels of advancement, this bonus is not an actual bonus to hit or damage. This damage is also considered sonic damage.

Sonic Emitters The 2 orbs at where the mouth should be emit a high pitched sonic signal that is devastating to those with in range for the attack. The attack has no noise, but attacks the person by their atoms at a high rate often causing the targets head to explode. • Damage: The attack does 1d8 points of Sonic damage every 2 levels. Does a maximum amount of 5d8 damage. A Fortitude save may be made to save for half damage, DC 15. Alternatively the character can use this to stun an opponent rather than do damage. The DC is 15, should the save be made the target is not effected, if they fail then reduce their STR, & DEX, by 1d4+1 points for 1d6 minutes. If used a second time to stun the same target (unless they were successful the first time) the target instead of making a Fortitude save must make a Will save. Should they fail they are rendered unconscious for 2d6 minutes, if they make the save reduce their stats again by an additional 1d4+1 points, for an additional 1d6 minutes. If used a third time against the same target in this manner then there is no save and they fall unconscious for 1 hour. • Range: The attack unfortunately has a very limited range affecting any targets that are directly in front of the user, and is only 5ft away. Effects a 5ft area directly in front of the character, anyone occupying the same space is affected. • The attack counts as a free action, but may only be used once per round. • The attack does not require a roll to hit, anyone within melee combat with the character can be affected, only targets attacking with reach weapons aren’t effected. • This attack only be used once per day initially. It can be used another time at levels 5, 10, 15, and 20.

Infra-Laser This weapon is something of a reaction weapon It fires a green beam out of a small green orb right above the control metal. The character can control the blasts, or the control metal can fire blasts off to protect itself. While the beam isn't very powerful it is incredibly accurate. • Damage: 1d4+1, Critical on 19-20/x2 • Range: 80ft. • The beam has a 50% chance of firing when ever an attack specifically targets the Control Metal of the Guyver. This is purely a reflexive action controlled not by the host, but by the Guyver itself. This action can cancel an attack aimed at the control metal. • Bonus: +4 to hit. • Firing the Beam counts as a standard action and can be fired a number of times equal to the characters number of actions, if the character has the Rapid Shot feat they can make use of the extra actions.

Gravity Grobe

This is a small baseball sized orb located at the waist. This orb allows the host to control gravitational forces to some extent. This gives the person flight capabilities at a speed of about 35. It can also be used to create a "pressure cannon", or more accurately a gravity bomb. What happens is when it hits it creates a loud pop and damages what ever it hit by ways of a perfect circular shaped hole. The bomb is launched in anyway the user likes, but it is always done from the hands. Usually done in a “Hadoken” like fashion. But that’s not the end of it. The Gravity Grobe can be used to create a gravity shield. • Pressure Cannon: The pressure cannon can only be fired up to 6 times a day, and only up to 3 shots may be fired in a row with in 1 round. Up to 3 shots can thusly be fired rapidly in a single melee, but no more may be fired until the next round. This attack is considered a full action if used as such. • Pressure Cannon Damage: 1d10 +1d10 every 2 levels. Max damage is 3d10. • Pressure Cannon Range: Thrown, 30 feet. • The Pressure Cannon requires a roll to hit fore each attack. • Gravity Shield: The gravity shield is a handy thing to use. It can stop anything. After all what can stand up to something that can generate a mini black hole. This shield can only be used a curtain number of times a day, using the same allotted numbers as the Pressure Cannon, it does not have its own set. Once created, the shield can remain active for 2 rounds in a row but the character can take no other actions, and is considered to be on Full Defense. The shield however again only protects the front half of the character. In order for it to intercept an attack the character must be facing their enemy or have the shield in the general direction. This is sort of like the Shield spell. • If the character uses up all of their daily allotted number of actions with the gravity grobe to use the Pressure cannon, then they can not use the Gravity Shield, same goes for the Shield. • Lastly the gravity grobe is capable of enhancing upon the characters normal jumping capabilities. The Guyver can leap triple their normal height once they learn how to use the gravity grobe. • Use of either abilities, namely the Pressure Cannon and the Gravity Shield counts a s full round action.

Weaknesses and Drawbacks Although strong and powerful, even the mightiest warriors have a weakness, a tiny flaw in the armor. For a Guyver these weaknesses are nothing to rare, or outrageous. • Acid: Acid is a major weakness for the Guyver form. Acid damage takes twice as long to recover from than other damage. Damage from acids and corrosives do double damage, that damage is tracked separately though like how subdual damage is. • Berserk Mode: At times when the Guyver is badly damaged, or when the host would other wise be rendered unconscious the Guyver is suddenly able to continue to act. In this berserk mode, it’s not stronger, just faster. The Guyver’s Speed increases by 20. Magic that can control a persons mind or body, including charm spells and powers can not effect the Guyver itself. The Guyver literally is berserk. It attacks anything and everything that is perceived as a threat to it and its host. So anyone approaching the Guyver at all whether they got a weapon or not is attacked, only beings that are much smaller than the Guyver are not attacked, so long as they do not attempt to harm the Guyver. The Guyver remains in this mode until the host can regain conciseness. The only sign of the Guyver entering into this mode are that their eyes turn a glowing blood red.















Damaged Control Metal: This is a very serious condition for anyone who has bonded with a Guyver. The control metal can only be damaged before the symbiot can bond with someone. After this the control metal is virtually indestructible, (has a Hardness of 50, and 50 hit Points). The metal that makes up the control metal actually isn’t so much a metal as it is an organic alloy of some sort. When damaged it can regenerate. That is unless it was damaged before it bonded with a host. Before bonding the Guyver is inert and can not regenerate or do much else. In its inactive form, prier to bonding, the symbiot has a has the AC of a rock, but its still dense and hard to damage, (Hardness of 25, DR 20 and 50 hit points). Damaging the control metal in this form simply requires at least half of the inactive Guyver’s HP to be lost. Once bonded with a host the damaged Control Metal has some unusual effects on the host. The host can only remain active in the armor for a number of rounds equal to their Constitution score before they are suddenly wracked with pain. The Guyver can take no actions and are for the most part helpless for 1d6 rounds. There is no save for this it just happens. The DC to remove a control metal also decreases by 5 points at this time. Striking a Control Metal: This task requires a specific attack against the control metal. Or as it was once called, a called shot. If the control metal is struck the Guyver is wracked with pain and looses their actions, (they can still move, but that’s it), for that round or for the next round if they have already taken their action. They loose their Dex bonus to their AC, and can be sneak attacked by anyone. The Guyver is not helpless though. After that round the Guyver recovers, unless the control metal is struck again. Time Limit: The host can only assume their Guyver form a curtain number of times in a day. Like many other things with the Guyver, the character can only assume their transformed Guyver state a number of times a day equal to their Constitution Modifier +1. The character can remain in the form as long as they like or have to as is the case of healing and regenerating. Scary looking: The massive trade off is that while in the Guyver form they aren’t exactly going to be winning any beauty pageants. The character is at a -6 to any social interaction skills while in the Guyver form. They do however get a +6 to Intimidation skill checks while in the form. The character can easily be considered a demon or other monster. Eating: The character still needs to eat and drink, and thusly can not remain in the Guyver form indefinitely. Magic items like a Ring of Sustenance does not work while the character is in their Guyver form. The same thing goes for other bodily functions including sleeping, or meditating if an Elf. Magic, Special Abilities and Powers: The most massive trade off for the Guyver is the characters loss of any special abilities, spells, or powers. Spells can not be cast while in the Guyver form. Special abilities like Raging, Bardic Music, Turn/Rebuke Undead, Domain Special Abilities, All Druidic Abilities, Monk Super Natural Abilities only, all Paladin Special Abilities, and Psychic Powers. None of these can be used while in the Guyver form. In this trade off the Guyver grants abilities of its own. The Guyver does not get Spell Resistance or anything, instead, regardless of the spell the Guyver Symbiot will resist the spell, even if it could help. This uses the characters adjusted Saving Throws while in the Guyver form. Luckily the character retains all their Feats and Skills. Fighters retain their bonus feats, and Rogues retain all of their abilities as well, however if they gain any supernatural abilities through level advancement in a prestige class or as normal they can not access those abilities while in the Guyver form. Any other abilities that are not supernaturally linked can be used. Racial Abilities: While in the Guyver form Some racial abilities are not usable. Such things would be dark vision, and so on. Humans, are not effected by this rule. Dwarves loose their





darkvision (as it’s not needed in the Guyver form). Elves loose their low-light vision, and their +2 bonus to listen, Search and Spot checks. Gnomes loose their low-light vision, +2 bonus to Listen checks, their ability to cast spells (cantrips). Half Elves loose their low-light vision, +1 bonus to Listen, Search and Spot Checks. Half Orcs loose their darkvision. Halflings loose their +1 bonus to all saving throws, and +2 bonus to Listen checks. That is they loose these abilities while in the Guyver form as its abilities are far greater than their racial abilities and thus overrides them while in the Guyver form only. Any racial super natural abilities that may be gained from being say a Half Celestial are also lost while in the Guyver form. But Half Celestials can’t be Guyvers anyway so it doesn’t matter. Can Not Bond: A Guyver can only and will only bond with specific beings. Those being the ones listed in the D&D Player’s Handbook. The Guyver will not bond with any other being, especially the undead, like vampires. Pretty much any race in the Monstrous Manual can not bond with the Guyver. The Guyver will preferable bond to a human rather than most other races. But it will still bond with the first person that comes in contact with it that it finds agreeable. Rarity: Guyver symbiots are very rare creatures. They are often found in caves or other places that are just out of the way and odd to find such things. They are also found underground usual buried only a few feet from the surface.

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