Ok so lets start with what the Guyver is exactly. The Guyver unit is a symbiotic organism that bonds with a user. While the armor is not active there is practically no outward sign that a person is a Guyver, except for two tumor/scar like growths on the persons back.
Out of the armor the person is normal in every respect, but once armored they become something beyond human. And translating this over into a game system out side of "Hero System" can be tricky.
So here we are with a couple of different options. First off we can build a Guyver as an additional template added onto a character's race, or we can just create a new character class. But I think that what I will try doing first is a Guyver template built on the character's race. The other obvious problems that exist are the massive powers that the Guyver grants the user. As such it will have to be toned down considerably for D&D.
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Guyver Enhancement Template
This is a template that can be added to any character race in the standard D&D 5th Edition Player's Handbook.
Level Adjustment: The character is made more powerful than before, but at a cost. When determining if the character levels up, treat the character as if they were 1 level higher than they actually are. This does slow down advancement, but is for the sake of having more powerful abilities. For attaining level 20, add an additional 50,000xp to what is needed. In addition to this it costs XP to unlock or improve on the Guyver's abilities.
Bioboosted Form: As a full action using the characters normal action and move action, the character may assume their bioboosted armored form. This form provides the following advantages and disadvantages:
- Armor Class: The suit provides armor class akin to that of Full Plate Armor. This can be improved as the character progresses in level. When the character gains XP they can choose to sacrifice their XP to gain equivalent enchantments to the suit. The XP cost however is 1/10th the gold cost for enchantments. Also the armor can be treated as if it were made of Mithril as well by paying XP equal to the gold cost for something being made from Mithril.
- Extra Sensory Perceptions: When rolling a Perception roll you have advantage and suffer half the normal penalties for detecting things on the other side of doors, and walls. You also have Darkvision.
- Boosted Traits: While Armored your Strength and Dexterity are increased by +1 each. Enchantments that would offer a similar bonus can also be purchased with XP and applied to increase these base benefits. The cost is 1/10th the gold cost for the enchantment, but the initial +1 to Strength and DEX are treated as existing enchantments as well.
- Transformation Burst: When activating the armor it creates sphere of energy around the user. This grants a few specific effects:
- Anyone making a melee attack against the PC suffers 1d10 damage +1 damage per character level.
- Ranged attacks and reach weapons/attacks can have their damage canceled out by rolling their damage vs. the effects damage. If the effects damage roll is less than the weapon/attack then the weapon's damage is halved but passes through. If the effects damage is greater than the weapon/attack made then it is canceled out.
- A draw back to this effect is that the character cannot have bulky equipment on or else the damage applies to all of their gear. To this end the player cannot wear bulky metal armor, and they must put down gear that sticks out too much from their body; this includes weapons. While transformed no gear that is still on the body can be accessed.
- Enclosed Armor: While armored up potions cannot be used. Additionally a long rest cannot be taken while armored up, though a series of short rests can be taken.
- Regeneration: While armored the suit provides a degree of regeneration, allowing severed limbs and portions of the body to be regrown. In combat the suit heals 1 HP plus the character's CON bonus each turn (no less than 1 HP per turn). Severed or destroyed parts of the body will regrow over the course of a short rest, but only 1 at a time. During this period the armor cannot be removed and a long rest is not possible.
- Tiring: The suit is a tiring thing to wear, and once removed it cannot be put back on again until after the character has taken a short rest. If unable to take a short rest the character suffers a -1 to all d20 rolls they make. The character can choose to bioboost again though even if they have not had a short rest but each additional time they do this compounds the penalty by an additional -1.
- Vulnerability: The control metal in the head is a difficult target to hit, but striking it can cause incredible pain to rack the user's body. When an opponent makes a critical hit on the character, the player rolls 1d10 + their character level. If damage of the attack is more than what is rolled then the base die of damage (or dice type) is increased by 2 instead of 1. If the damage does not exceed this then a normal die increase of 1 is applied.
- Acid: The bioboosted form is also susceptible to acid attacks. If hit by an attack that is acid based, increase the damage by 1 additional die.
- Powers: The Guyver suit offers up a number of additional powers that can be unlocked in the place of gaining a benefit from level advancement in a character class. When you level up you can choose to not gain 1 or more of that level's benefits to instead gain access to a Guyver weapon system.
- High Frequency Sonic Sword: This is a blade on each forearm that acts as a short sword dealing 1d6 slashing damage + 1d6 thunder damage. Once unlocked the swords can be used as often as desired. Enchantments can be applied but are limited to either a +1 to hit/damage, and increasing the thunder damage effect.
- Infrared Laser: This is a laser that is fired from the head. It deals 1d6 piercing damage + 1d6 heat/fire damage, and has a range of 60/120. Enchantments an be applied but are limited to either a +1 to hit/damage, and increasing the heat/fire damage effect. Once unlocked the Infrared Laser can be fired as often as one would fire a bow.
- Sonic Cannon: This creates a cone effect dealing 3d8 thunder damage to a 15ft cone. This can be used a limited number of times, equal to 1 plus your WIS modifier (no less than 1 time). You may also burn one of your uses to improve damage by an additional 1d8. Targets affected also must make a Strength save or be pushed back 10ft. You recover your uses after a short rest. A target takes half damage on a successful DEX save.
- Gravity Globe: This ability allows you to control gravitational forces to a degree and allows you to perform one of the below options per selection of this ability.
- Flight: The character can fly at a speed equal to its normal ground speed.
- Gravity Cannon: This deals 3d8 force damage to a single target at a range of 40/80. This can be used a limited number of times, equal to 1 plus your CON modifier (no less than 1 time). You may also burn one of your uses to improve damage by an additional 1d8. Targets affected also must make a Strength save or be pushed back 10ft. You recover your uses after a short rest. A target takes half damage on a successful DEX save.
- Gravity Shield: This creates a wall of gravity around the user. When attacked the user rolls 1d10 + their level, + their proficiency bonus. If the attack does more damage than the shield, then the damage is reduced by the amount rolled. If the attacks damage does less than what is rolled then it is negated. Gravity shield can be activated as a reaction. Gravity Shield makes use of the same amount of uses as the Gravity Cannon.
- Mega-Smasher: The ultimate weapon of the Guyver. The mega-smasher is a beam weapon with incredible range and damage qualities. The attack affects a 6 meter wide path and extend out from the user up to 60 meters. All opponents caught with in the area suffer 4d8 force damage and 4d8 radiant damage. The power of this increases by 1d8 for each damage type per 4 levels the character has. The mega-smasher also has essentially 2 uses, or just 1 use. A single chest plate can be opened to use only part of the Mega-Smasher; in this case reduce the amount of damage dice rolled by half (round up). The use of the mega-smasher can be regained only after a long rest out of the armor.
- Magic Restrictive: Spell casting is not easy to do in the armored form. Rolls involving casting spells or making attack rolls with a spell are at a disadvantage, this is due to the restrictiveness of the Guyver armor being like that of full plate armor.
Now normally with a Guyver if the host dies and the control metal is in tact the host will be regenerated in their Guyver form. And the suit also has a defensive mode that takes over for the user should the head receive damage that would kill a normal person (but leaves the control metal intact). This is not something that will exist in the D&D version for sake of keeping things simple as its already complicated enough.
So there you have it. It's probably not a perfect model to run with and a GM may want to tweak it a bit, but I think that this is a good working point for adding something new and unusual to your D&D games.
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