WASTOID

Brutish, muscle bound, shredded, humanoids. Thick skulls… like 2 inches thick, leaving little room inside for deliberation. All canine teeth. Tough, hairless hides, ranging from gray, turquoise, and blue to maroon, red, and purple with any combination of stripes, splotches or polka-dots. gravly , grunting, voices, brutal, violent society… warring clans throughout the waste land areas. exposed to the taint by living in the wastelands, so they are riddled with mutations. No discernible culture out there. They just mutate and look for the next rumble. 

Wastoid Traits
 Your Wastoid character has certain traits deriving from your brutal upbringing in the wastelands. Ability Score Increase. Your Strength score increases by 2, and your choice of Constitution or Dexterity increases by 1. Your Wisdom and Intelligence scores are each decreased by 1.
Age. Young wastoids grow quickly. They walk hours after hatching and attain the size and development of a 10-year-old human child by the age of 3. They reach adulthood by 15 and rarely live past 60.
Alignment. Wastoid clans are unbridled and lawless. If they stay with their clans until adulthood, they tend toward evil.
Size. Wastoids are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall and average over 200 pounds. Your size is Medium.
Height
Weight
65 + 3d6"
190 + 4d10 lb.

Speed and Movement. Your base walking speed is 30 feet.
Darkvision. Flashlights are for the weak. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Mutant Power. Wastoids grow up in the harsh conditions of the wastes, exposed to all manners of environmental and magical toxins. They’re also frequently the subject of cybernetic experimentation at the hand of mad wizards and warlords that make their homes in the waste. Wastoids start out adventuring with 1 power selected from the powers list and three minor mutations or cybernetics from the tables below. Choose, or roll from either or both lists if you dare.

MUTATIONS (d20)
  1. Chameleon. Change skin color and texture to blend in. Advantage on Dexterity (Stealth) checks made to hide.
  2. Cone Head.
  3. Cyclops. Dark vision, advantage on Investigate and Perception checks that involve sight.
  4. Exposed Skull.
  5. Geometric Head. (Cubic, pyramidal or spherical) Thaumaturgy cantrip attributable to psychic resonance.
  6. Giant Hands. Additional 1d4 bludgeoning added to any unarmed attack. Grappled opponents are at disadvantage on escape attempts.
  7. Insect Head. Antennae and broad segmented eyes give you advantage on Passive Perception checks.
  8. Natural Scale Armor. Natural AC 13. 
  9. Pincer Arm. 1d4 plus STR bonus piercing pinch, On a successful strike of a a creature no more than one size larger automatically grappled.
  10. Slime Coating.
  11. Poisonous Snake Arm. d4 bite, if bitten DC8+Your level Con save vs. poison (Once per short or long rest). Snake gets sneak attack & stealth if you are already within 5 feet of a target (under a table are standing and talking, for instance).
  12. Spike-Covered Head.
  13. Spiked Fist.
  14. Spiraling Eyes. Charm Person Spell once per day, Suggestion 1/day
  15. Suction Cup Fingers. 
  16. Talons.
  17. Tentacle Arm.
  18. Tusks. 
  19. Wooly. Plus 1 AC from thick fur covering.
CYBERNETICS (d20)
  1. Boot Thrusters.
  2. Chrome Skin. Plus 1 AC, disadvantage on Hide checks.
  3. Electric Field. Shocking grasp effect to any creature that comes in contact with you, once per short or long rest.
  4. Electrified Palms. 
  5. Embedded Power Crystal.
  6. Supercharged Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest. 
  7. Grafted Metal Face.
  8. Heat Ray Eyes.
  9. Infra-Vision Visor
  10. Laser Targeting System.
  11. Mechanical Claw.
  12. Mechanical Jaw.
  13. Metal Skeleton.
  14. Sensory Array.
  15. Spiked Fist. 


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