>Charge - 5 points per rank/20 points per rank
Allows the user to place the "Charge" ability on a certain attack. This can be a Special Attack, weapon, or unarmed. This grants such an attack the "X actions charged" feature to the attack, increasing the attack's power by sacrificing a standard action.
At 5 points per rank, the Charged Attack gains "+actions charged" to damage before crit.
At 20 points per rank, the Charged Attack gains "x actions charged" to damage before crit.
Rank determines maximum number of rounds the specific attack can charge.
You canNOT combine the two types of Charged Attacks.
>Damnably Healthy - 10 points per rank, BaB 10
Increases Health Points by 1d20+Con Modifier per rank.
>Big Ol Healthy - 25 points per rank, BaB 15
Increases Health Points by 2d20+Preferred Modifier per rank.
>Energy Rush - 10 points per rank, BaB 10
Increases Energy Point total by 50 per rank.
>Supreme Energy - 25 points per rank, BaB 15
Increases Energy Point total by 100 per rank.
>Cornucopia of Health - 100 points, BaB 11
Instantly doubles HP total.
>Cornucopia of Energy - 100 points, BaB 13
Instantly doubles EP total.
>Big Dumb Heroes - Points/ECL (variable)
This ability represents the users' ability to make a truly dramatic entrance into a battle. Can only work when the situation calls upon it, and is at GM's discretion.
Rank 1 (costs 10 points) - During first round, all users gain +5 to To Hit (favored weapon), Damage (favored weapon), and (favored weapon) Crit bonus is doubled.
Rank 2 (costs 50 points, ECL15) - Doubles all surprise attack damage after crit.
Rank 3 (costs 100 points, ECL 20) - Can only be activated if at least three current party members has Big Dumb Heroes. Ignores Gnosis, halves AC of target, all users MUST target a single target, and increases Crit Threat Range by 2 (so 20 becomes 18-20, and 18-20 becomes 16-20)
>St00pid Precision - BaB 10, Improved Critical, Improved Called Shot, Coup de Grace, 250 points
Instead of a combat roll (to hit), roll a single d20 while performing Called Shots. On a 8-19, the attack hits and ignores AC. Crit x4 on 20. Does NOT stack with To Hit roll bonuses and advantages of any sort. Does stack with Crit Bonuses. Does not stack with Crit Threat Range Bonuses.
>Krieg Genes - bloodline of Maximum Krieg
As an S++ multidimensional Apocalypse Event, Maximum Krieg alone was considered quite a menace early on in his life. The older he's gotten, though, the wilier and smarter he's become. While he, himself, can be relied on to help solve other multidimensional apocalypse events, it's the fact that he's passed on the rage-enhancing genes to so many of his children is the problem.
Those of the Krieg bloodline range from the heroic to the villainous, but they're ALL unpredictable and mostly chaotic, especially early on. The "Mark of Krieg" is an irresistible call to combat, forcing the Krieg child into a killing madness that can, at times, affect both friend and foe alike.
The older a Krieg descendant becomes, the more of a nuisance they can become. More than one noteworthy hero in Extreme Existence, though, owes their prowess to their lineage.
Though Maximum Krieg himself is judged on a case by case basis, his descendants (every single one of them) are labeled a world-ending hazard until they're strong enough to achieve Rage Mastery, transforming the Mark of Krieg into the Maximum Mark: proof of their control and the choice they've made.
There are no known villainous Krieg descendants who have ever survived Rage Mastery that we know of.
Leveling list:
Level 1 - +10 Str Mod, DmR+2, Mark of Krieg
Level 3 - Fort x2
Level 5 - Regen +2
Level 7 - Regen +3, HP totalx4
Level 10 - +5 Str Mod, Aura of Rage
Level 13 - Refx2, DmR+2
Level 17 - Regeneration+5, Active Refresh
Level 19 - Ref/Fort/Will x2, Refresh +5
Level 20 - +5 Str Mod, Will x2, DmR+1, Rage Mastery, Maximum Mark
Mark of Krieg - those who are sired within the bloodline of Maximum Krieg are born with a birthmark. This birthmark is scannable by most beings (magical, psychic, spiritual, technological, etc) and is a clear-cut warning on the genetic level that this entity has a certain number of Krieg Genes within their system, enough to make the mark present and noticeable.
Those who are born of the bloodline gain power as they grow, but they also are uncontrollable by gods and even by themselves. This lack of control is almost intrinsically tied to their power, and their rating (a percentage of Krieg Genes) goes up higher the closer to Maximum Krieg's power they get. It is rumored that once hitting 100%, Maximum Krieg himself will appear to fight them.
Only one may retain the absolute 100% power ranking. Only one may retain the title "Boss of all Bosses."
At least that's how it's supposed to be. Another rumor has it that there is a way to not only increase the Krieg Gene manifestation, but to also regain freedom and control from such a bloody destiny.
All those under the Mark of Krieg will seek out bloody slaughter, conflict, and violence, and may even start it if there is none to be found.
But only the truest of them may obtain Mastery over these uncontrollable urges for destruction and, in doing so, find a new path of their own choosing.
Aura of Rage - At this level, the Krieg Genes have manifested to the point that they gain a tangible aura of rage, the manifestation of the destructive forces of the Genes themselves.
User gains an AC bonus (supernatural aura ability) that is equal to their current unarmed damage rank (without bonus). This works only for the first round. At the end of the round, any AC bonus gained this way is converted into EP. This temporary battery of EP fades away only at the end of combat.
User's unarmed damage gains a 20" threat range.
User's weapon-based melee damage gains double crit threat range.
User's damaging spell-based effects are doubled.
All benefits of Aura of Rage ends at end of combat.
Active Refresh - Each time the user attacks or is attacked, they gain 1 EP.
Rage Mastery - A spiritual rite of passage that allows the Krieg wielder to challenge the spirit of the Mark directly. If they're able to win, whether it be alone or with allies, then they have the chance to transmute the Mark into a new form.
This counts as a Contract.
This is a Supernatural Event that grants 500 gnosis points if successful.
Maximum Mark - allows the wielder of the Krieg Genes to make a new pact with the Mark, upgrading it to allow for the following -
Combat: all forms of damage dealt are tripled before crit.
Utility: all skill checks are Take 40. For all other skillcheck purposes, they are considered "doubled" if forced under duress.
Energy: all abilities, attacks, or skills that utilize EP are lowered to 1/4 of their original cost.
Hybrid: Any combination of the other three.
All four types share the same thing, though - the character is no longer uncontrollably enraged, and can now forge their own destiny beyond destruction, violence, and eventual death at the hands of Maximum himself.
>Stupidstrength - BaB 30, 1-5 Int, 1 Wis (or the ability to temporarily be at such stats)
During adrenaline-rushed situations (at GM's discretion): +40 Str Mod, Fort x2, HP totalx2, x2 all forms of damage before crit. Allows the user to grow incredibly strong during situations that require adrenaline or stress. Roll a Con check (ECL of user+DC of situation), and if it passes they gain the ability to throw buildings, tear boulders apart, chew horses and other feats of incredibly stupid strength.
Can only be accessed if Int is anywhere from 1-5 (not the modifier, the actual ability score) and Wis is 1.
Can never be accessed unless the character currently has these scores.
While Stupidstrength is active, any action taken by the character will permanently damage their Will, Int, HP and EP at the rate of 1/5th their total each per action taken. If user hits negatives from this, there may be unstoppable changes granted to the character at the GM's discretion.
You are, more than likely, never going to get the character back at that point.
>Synaesthesia - 25 points
A strange ability that allows the user to perceive life differently, smelling sounds, tasting colors and seeing in music. There are quite a few ways to process, and it’s up to the player to determine how their character processes life during creation.
Grants user a +5 to all perception based skills and abilities, and a +5 to their favored To Hit combat skill. User gains a +50% resistance to “standard” perception suppressing effects. Should a standard perception-suppressing effect successfully hit the user, the duration is lessened to “the next combat round.”
EXAMPLE: if the user has been hit with a Blind spell, it has a 50% shot of doing nothing to them at all.
User suffers double the effects should their form of process be successfully suppressed or messed with. Successfully suppressed effects take 1d6 days to recover fully.
EXAMPLE: the user has been hit with a tear gas canister, which affects how they physically see and smell (they see in smells). User immediately suffers double the effects of tear gas damage and can only recover in 1d6 days.
NOTE: other NPC’s and players who do not know of this condition must make a Wisdom save in order to discover it mid-battle.
This attribute can only be acquired “at birth” during character creation.
>Post-Synaesthesia - 35 points
Similar to Synaesthesia, save that it can only be acquired after a mortal wound, comatose state, or other debilitating injury.
User gains similar effects of Synaesthesia (albeit at +2 only), but suffers no extended negatives to being suppressed.
>Situs Inversus with Dextrocardia - 40 points
Can only be acquired during character creation. Mirrors internal organs so that they’re on the other side. Grants a -5 to being hit (NOT an AC bonus), grants 50% resistance to deathblows and targets of the torso, and nullifies damage dealt through targeted attack effects (martial arts, spells, etcetera).
Attackers may realize what's going on in at least 3 combat rounds or a Wisdom saving throw.
>Mom Voice - 10 points
Requires the character to have helped raise at least one child, or have studied the Mom Voice phenomenon. User can now emit a battle cry that causes hesitation in all those who hear them.
User loses a round of combat (can be used on any round), but gains +75% resistance against the Voice if used again in the same instance.
>Dad Voice - 10 points
Requires the character to have helped raise at least one child, or have studied the Dad Voice phenomenon. User can now emit a battle cry that causes hesitation in all those who hear them.
User loses a round of combat (can be used on any round), but gains +75% resistance against the Voice if used again in the same instance.