Author Topic: [PoC: Metroid] Modules  (Read 2206 times)

Offline Garryl

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[PoC: Metroid] Modules
« on: June 27, 2013, 09:18:28 AM »
All Modules
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Cyberneticist Module List
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Dreadnought Module List
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Energy Warrior Module List
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« Last Edit: July 09, 2017, 11:28:29 PM by Garryl »

Offline Garryl

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(Continued) [PoC: Metroid] Modules
« Reply #1 on: June 27, 2013, 09:18:44 AM »
Phazite Plating
Descriptor: Equipment, Phazon
Classes: Cyberneticist, Dreadnought
Prerequisites: None
Sockets: Shielding
Saving Throw: None

As a move action, you can form layer of stable Phazite as an exoskeleton around you. You gain a +2 enhancement bonus to the natural armor bonus to your Armor Class (if you don't have one, treat your existing natural armor bonus as +0), but you take 1d6 points of damage each minute while the exoskeleton remains due to acute radiation, as though from direct contact with a moderate Phazon radiation source. You can remove this exoskeleton, losing the natural armor and resistances granted by this module, as a free action.

Energy: The enhancement bonus to your natural armor granted by this module is increased by the amount of energy allocated to it.

Phazon Energy: Charged with raw Phazon Energy, the exoskeleton also grants you resistance to cold, electricity, and fire damage equal to 3 times the amount of Phazon energy allocated to it.

Socket (shielding)
You gain spell resistance equal to 5 + your activator level. You can raise or lower this spell resistance without an action, even when it is not your turn or you are unaware. This applies even if you are not using the Phazite exoskeleton.

In addition, you gain an enhancement bonus equal to the amount of energy allocated to this module to your spell resistance (whether from this module or from other sources).



Phazite Weapon
Descriptor: Equipment, Phazon
Classes: Dreadnought
Prerequisites: None
Sockets: Arms

When you activate this module, choose a single type of melee weapon with which you are proficient.

You can create a weapon-like object out of stable Phazite, shaped in the form of the chosen melee weapon. The action to do so is the same as if you were drawing it and is considered the same as drawing it. The Phazite weapon lasts as long as you hold it and disappears immediately if you ever lose your grip on it. You can only have one Phazite weapon in existence at once through this module.

The Phazite weapon functions as a weapon of the chosen type for all purposes except that it is made of Phazite instead of the material that the weapon is normally made of.

The Phazite weapon created by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: Your Phazite weapon gains an enhancement bonus on attack and damage rolls equal to the amount of energy allocated to this module.

Phazon Energy: Charged with raw Phazon Energy, your Phazite weapon deals additional Phazon damage on each successful attack equal to the amount of Phazon energy allocated to this module.

Socket (arms)
Saving Throw: Fortitude negates
When you hit a living creature with your Phazite weapon, you can release it, letting it pull itself into the target's body. The subject is allowed a Fortitude save to keep the weapon from embedding itself, which causes the weapon to dissipate. The weapon deals its normal weapon damage (including its enhancement bonus and bonus Phazon damage for allocated energy, but not your Strength modifier, the Power Attack feat, bardic music bonuses, or other modifiers external to the weapon itself) as Phazon damage every round until removed, to a maximum of 1 minute, at which point it dissipates.  While the weapon is embedded in the subject, the subject is sickened and also suffers a penalty to Armor Class equal to the amount of Phazon energy allocated to this module. The subject can attempt a new Fortitude save as a standard action to remove and dissipate the weapon. The damage, the save DC, and the penalty to Armor Class are determined when the Phazite weapon is embedded into the subject and they do not change with subsequent energy allocation. You can create a new Phazite weapon without dissipating ones already embedded in living creatures.



Phazon Animation
Descriptor: Phazon
Classes: Cyberneticist
Prerequisites: You must have the Phazon subtype to activate this module.
Sockets: Support, Utility
Range: Touch
Saving Throw: None

You can expend 1 point of energy while touching the corpse of a dead creature for 1 round to infuse it with Phazon energy, reanimating it in a zombie-like state as a Phazon husk. Only creatures for which it is valid to apply the Phazon husk template can be animated in this way. The Phazon husk follows your every command to the best of its abilities. Changing a husk's commands requires a move action and some method of communicating with it, although you can communicate with it telepathically at a distance of up to 1 mile. You can only animate a single Phazon husk at once, and only a husk with hit dice less than or equal to your activator level. The husk remains animated and under your control for no longer than 1 minute, or until it is destroyed as normal. A Phazon husk that is deanimated due to this effect ending, rather than being destroyed, can be reanimated again in the same way (do not apply the Phazon husk template's adjustments again to the husk).

Energy: The Phazon husk gains an enhancement bonus on its attack and damage rolls equal to the amount of energy allocated to this module.

Phazon Energy: The Phazon husk gains bonus Phazon energy equal to the amount of Phazon energy allocated to this module.

Socket (support)
Saving Throw: None
You can also apply the Phazon behemoth template to any Phazon husks you animate with this module. Only Phazon husks for which it is valid to apply the Phazon behemoth template can be enhanced in this way. The husk loses the Phazon behemoth template when the animating effect ends.

Socket (utility)
The Phazon husk animated with this module remains animated and under your control until you refresh your energy, or until it is destroyed as normal. If this module or its attachment become suppressed, the husk remains animated, but is unable to take any actions (it is not, however, considered helpless).



Phazon Aura
Descriptor: Phazon
Classes: Cyberneticist, Energy Warrior
Prerequisites: You must have the Phazon subtype to activate this module.
Sockets: Core, Helmet
Range: 10 ft.
Saving Throw: None

While this module is active, you constantly emit an aura of low-level Phazon radiation. While not directly harmful, it is modulated to interfere with the normal functioning of normal creatures' nervous systems and common technological processors, impeding reactions and concentration. All creatures without the Phazon subtype within 10 feet of you suffer a -2 penalty on their saving throws. Creatures with at least 1 point of Phazon tolerance do not suffer this penalty, although they are still considered subject to the aura for other purposes.

Energy: The range and radius of the aura increases by 5 feet for each point of energy allocated to this module.

Phazon Energy: The amount of Phazon tolerance required to ignore this effect is increased by 1 for each point of Phazon energy allocated to this module.

Socket (core)
Phazon tolerance no longer protects creatures from the non-damaging effects of this module. In addition, non-Phazon creatures within the aura also suffer a penalty equal to the amount of Phazon energy allocated to this module on their attack rolls.

Socket (helmet)
Creatures subject to your Phazon Aura take 1d6 damage each round due to acute radiation exposure, as though from severe Phazon radiation. If a creature is subject to multiple sources of acute radiation, only the highest damage applies, as normal. Phazon creatures are not subject to this acute radiation damage.



Phazon Beam
Descriptor: Phazon
Classes: Cyberneticist, Energy Warrior
Prerequisites: You must have the Phazon subtype to activate this module.
Sockets: Feet, Energy Emitter
Saving Throw: None

You gain a +1 resistance bonus on all saving throws.

Energy: For each point of energy allocated to this module, the bonus to your saving throws increases by 1.

Phazon Energy: You deal additional Phazon damage on each successful weapon attack equal to the amount of Phazon energy allocated to this module.

Socket (feet)
Range: 0 ft.
Saving Throw: None
When you move across the ground (or any other solid surface), you can leave a trail of Phazon residue. You can choose to leave the residue in any space you move through, and you can leave any number of continuous or discontinuous spaces in the trail as you move. Any surface you affect is covered in a thin Phazon film for 1 minute. Any creature attempting to walk or climb across these surfaces or that begins its turn in contact with the Phazon takes 1d6 points of Phazon damage per point of energy allocated to this module. You are not damaged by walking over your own Phazon trail.

Socket (energy emitter)
Saving Throw: None; Fortitude negates
Your energy beam's damage type changes to Phazon damage. As Phazon damage, your energy beam attacks are unaffected by resistances and damage reduction. They also deal an additional 1d4 points of Phazon damage per point of energy allocated to this module.

You can expend 1 point of energy as part of making an energy beam attack. If you do, any creature that took Phazon damage from that attack is sickened for 1 round. If you expended a point of Phazon energy, the creature must also make a Fortitude save or be nauseated for 1 round. You may make this decision after making the attack roll and determining the damage dealt.



Phazon Control
Descriptor: Phazon
Classes: Cyberneticist, Energy Warrior
Prerequisites: You must have the Phazon subtype to activate this module.
Sockets: Hands, Visor
Range: 30 ft.
Saving Throw: Will half (harmless) or Will half

You can expend 1 point of energy as a standard action to release a burst of Phazon energy, healing Phazon creatures and injuring non-Phazon creatures. The Phazon burst affects all creatures within a 30-foot radius spread centered on you. Creatures with the Phazon subtype are healed for 1d6 points of damage, while non-Phazon creatures are dealt 1d6 points of Phazon damage (a successful Will save halves this damage or healing). You can choose whether or not to include yourself in this effect.

In addition, when you use this ability, Phazon radiation lingers in the area of effect for 1 minute. It is mild enough to not cause radiation or any other further adverse effects in and of itself, but it can be detected by effects that look for radiation and Cybernetic effects.  Treat it as an area of mild radiation for the purpose of effects that interact with radiation.

Energy: The damage and healing caused by this Phazon burst is increased by 1d6 per point of energy allocated to this module.

Phazon Energy: Phazon creatures gain temporary hit points each round equal to the amount of Phazon energy allocated to this module. These temporary hit points last only while the creatures remain in the area of Phazon radiation. They do not stack with each other.

Socket (arms)
You are immune to the sickened condition, and you gain a +2 bonus on your saving throws against effects that would cause you to become nauseated. In addition, the Phazon radiation causes all non-Phazon creatures within the area to be sickened.

Socket (visor)
Saving Throw: None
Phazon creatures within the area of Phazon radiation are bolstered. They gain a +1 bonus to their attack rolls, weapon damage rolls, and saving throws. Undead Phazon creatures created within the area also gain a permanent +1 hit points per HD. This effect does not stack with the effects of the desecrate spell and similar effects.



Phazon Enhancement
Descriptor: Phazon
Classes: Dreadnought, Energy Warrior
Prerequisites: You must have the Phazon subtype to activate this module.
Sockets: Core, Hands, Shielding

By accepting Phazon into your body in a controlled manner, you can substantially bolster your physical prowess, at the cost of your mental acuity. You gain a +2 enhancement bonus on all Strength checks, Constitution checks, Strength-based skill checks, Constitution-based skill checks, and Fortitude saves. However, you suffer a -2 penalty on all Will saves.

Energy: The bonus to your Strength checks, Constitution checks, Strength-based skill checks, Constitution-based skill checks, and Fortitude saves is increased by the amount of energy allocated to this module.

Phazon Energy: You gain DR/- equal to the amount of Phazon energy allocated to this module.

Socket (core)
You can channel Phazon energy through this module, provide a surge of energy. As a free action once per round, you may expend 1 point of energy. If you do, the energy capacities of all of your modules (including this one) are increased by 1, and you treat all of your modules as though you had allocated one additional point of Phazon energy to each of them. This effect lasts until the beginning of your next turn, ending just before you take Phazon damage due to allocating Phazon energy.

Socket (hands)
Saving Throw: Fortitude negates
You can channel Phazon energy offensively, enhancing your attacks with lethal effect. As a free action once per round, you may expend 1 point of energy. If you do, each attack you make this round with a manufactured weapon or a natural weapon (including unarmed strikes) deals an additional 1d6 points of Phazon damage per point of energy allocated to this module. If you have any Phazon energy allocated to this module and you deal any Phazon damage to a creature in this way, it must make a Fortitude save or become sickened for 1 round per point of Phazon energy allocated to this module.

Socket (shielding)
You can channel Phazon energy defensively, forming a protective energy field. As a free action once per round, you may expend 1 point of energy. If you do, you gain hardness equal to 3 times the amount of energy allocated to this module. You also gain a deflection bonus to your Armor Class equal to the amount of Phazon energy allocated to this module. These benefits last until the start of your next turn.
« Last Edit: July 02, 2020, 09:38:02 PM by Garryl »