PSYCHOACTIVE SKINS





Psychoactive skins are fist-sized globs of psionically charged ectoplasm. As a standard action, a skin spreads over and covers a medium sized (human sized) or smaller creature who projects the proper command thought; the same command thought causes the skin to shrink back down to it's former size. Each of the various psychoactive skins is charged with one of a wide array of powers that constantly affect the wearer.

A deployed skin completely covers the wearer (but not bulky equipment such as armor, backpacks, and other large items) like a second skin, allowing the wearer to see, hear, and breathe normally. It rolls away from various parts of the body as needed, such as when the wearer needs to eat. Up to three skins can be worn simultaneously, although only the outermost is active in any given round (hidden skins cannot manifest their powers.) Skin layers can be changed with a command though as a standard action, which causes the current skin to "boil away" and reveal a lower-layer skin.




1: SKIN OF THE CHAMELEON; This psychoactive skin adjusts to surrounding textures and colors, continually granting the wearer a +15 bonus for hiding (assuming the wearer ditches all bulky armor and equipment.)

2: SKIN OF THE CLAW; This psychoactive skin grows massive, sickle-shaped claws over the wearer's fingertips. With claws extended, the wearers unarmed attacks deal a base damage of 3d12.

3: SKIN OF THE DEFENDER; This psychoactive skin continually grants the wearer a +4 natural armor bonus.

4: SKIN OF THE HERO; This psychoactive skin continually grants the wearer a +4 luck bonus to AC a +4 bonus on all saving throws and a +4 bonus on all attack rolls.

5: SKIN OF IRON; This psychoactive skin continually affects the wearer as the iron body power.

6: SKIN OF NIMBLENESS; This psychoactive skin continually grants the wearer a +10 bonus on all agility acts.

7: SKIN OF PROTEUS; This psychoactive skin continually affects the wearer as a metamorphosis power. While in a form other than his natural form, the wearer does not appear to be wearing the skin.

8: SKIN OF THE PSION; This psychoactive skin grants the wearer 7 bonus power points per day and a power resistance of 18.

9: SKIN OF THE SPIDER; This psychoactive skin continually grants the wearer a +20 bonus on all climb checks and continually affects the wearer as the body equilibrium power.

10: SKIN OF STRIKING; This psychoactive skin answers the first attack made against the wearer each round with an automatically manifested and targeted "ectoburst" against the attacker. The burst ejects from the skin on the wearers turn making a ranged touch attack using the wearers base ranged attack bonus (range increment 10 feet). If hit, the target takes 3d8 points of fire damage as the ectoburst flames and is consumed along with blowing back the attackers first physical attack (ie a sword would get blown back into the user, an arrow would fall and hit the floor instead same as a bullet would). This attack does not in any way hinder the wearer, count against his/her total actions for the round, or draw an attack of opportunity.

11: SKIN OF THE TROLL; This psychoactive skin continually allows a living wearer to heal 3 points of damage every hour instead of every day. (this ability cannot be aided by the heal skill) Subdual damage heals at a rate of 1 point every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing the skin the skin regenerates it. In either case, only damage taken while wearing this skin outermost is regenerated.

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