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[HOE] Gift o Atom Addition idea (Long)



First, I know this is a long post.  I have been working on this for a while.  Consider this a prototype.  I need a bit of help with a few things, namely damage and durability.  I will probably need to make a chart.
 
And now...
 
Gift O' The Atom
 

Horns/Antlers

Cost: 3

Levels: 5

            Some people like to take the bull by its horns.   Of course, you might have the bull’s horns.  Horns have sprouted up on your head giving you that rugged appeal.  Most horns start off as pairs.  One is possible, but is still bought with the same points.  For all intents and purposes, two horns are the standard norm (as the case may be).  Also, horns and antlers do STR+die specified in damage.  Since horns and antlers break or molt, it takes 1d4 days/level for their horns to grow back. Any combination is fine as long as the total levels are 5. (Example:  Nancy wants “Taurus,” her mutant, to have two sets of horns.  She decides that he will have a set at level 3 and a set at level 2 directly behind the current set.   Tony wants “Mauler” to have only a crown of small horns around his head.  This can be done with five pairs of level 1 horns or 4 pairs of level 2 horns with a set of level 1.)

Level 1:  Two bony nubs have formed on your mutie’s head.  These small nubs are only a few inches long but add 1d4 damage to any fightin’: brawlin’ rolls leading to a head butt.   Also Ugly as Sin (-1) is added for the start.

Level 2:  The nubs have grown to about 1-2 inches (similar to a Pan’s or goat’s horns).  This will add 2d4 to any head butts stemming from a fightin’: brawlin’ roll.  The horns also have to worry about breaking off at this point.  Any damage done to the head, must be rolled to access damage to the horns.  At this size, hitting the head is more likely but roll a d20.  On a 20, the horn(s) have been broken off and the mutie must not only worry about damage to the noggin but also a Hard (9) vigor check to make sure that they weren’t stunned from the breaking.  This also adds Ugly as Sin (-3).  Also, forget about wearing helmets, unless they are specifically designed for your mutie.

Level 3:  The horns have grown bigger.  The mutie can now specify whether or not they want them to branch out into antlers or just to stay horns.  The horns have grown into 3-4 inches long.  Antlers have grown another inch with a bit of branching.  Antlers add a DB of 1 to any blunt attacks to the head.  Horns had 2d6 to any head butt.  This also adds a skill of fightin’:  horns (antlers) at level 1 (bought up as usual).  To determine whether or not your horns or antlers have been broken or damage, roll a d20.  Horns break at 20, while antlers will break at 19.  Figure damage normally for noggin hits.  Upon a break, an onerous (7) Vigor check must be made to avoid stun.

Level 4:  Your horns are now 5-7 inches and do 2d8 damage upon a successful brawlin’ or fightin’: horns.  Your antlers are the equivalent of a young moose or deer.  This adds a DB 2 to any attacks to the head with a bashing instrument.  Rolling for breakage, horns break at a 19 and antlers at an 18.  Both require fair (5) Vigor roll to avoid stun.

Level 5:  You are now the envy o any Brahma bull or Texas longhorn.  You have 8-12 inch horns and almost have to turn sideways to enter a building.   Depending on the locations of your horns, you have 1 level of light armor to your head and 3d8 damage. Your antlers are now 12 point, and if there were any deer hunters left in the Wasted West, you would be the envy of their trophy room.  You have DB +3 to your antlers.  With successful fightin’: brawlin’ or horns, you can even disarm an opponent with a success and a raise with either trait.  Breakage happens at an 18 for horns and 17 for antlers, with a fair (5) Vigor roll for stun.