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Displacer Traits
Mutant Type: Dexterity; Dark; +2 to Dark overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks. Ripping through Space (Level 1): Gain a +1 bonus to Fortitude and Will Displacing (Level 1): You are able to teleport small distances. During an encounter you are able to teleport, up to your speed,
for 5 times. Each time you teleport the antimatter residue causes a bigger strain on your body. 1st time no effect, 2nd time -10% HP, 3de time - 20% HP and -1 Fortitude, 4th time - 30%HP -2 Fortitude and -2 Reflex, 5th time -50%HP -3 Fortitude -3 Reflex Weakened and Immobilized. A 6th time would be fatal. After the encounter a short rest will reset the count. This power can also be used outside of encounters. The same rules apply, except you need to spend 20 minutes to recuperate one level of teleporting penalty.
Displacer Critical (Level 2 or 6): 1d10 extra damage, and you can teleport the target up to 5 spaces.
Displacer Powers
TRICK SHOT
You displaced the projectile you shot, you hit the target hard and unexpected. At-Will Dark, Physical, Weapon Standard Action Target: One Creature Attack: Dexterity + your level vs. AC Hit: 2[W] + Dexterity modifier + your level physical damage Ranged weapon
DISPLACER NOVICE
DISPLACER UTILITY
Effect: The target is teleported away and is trapped between space and time, the creature reappears and the end of his third turn in a random spot of the GMs choosing.
ANTIMATTER BOMB
Encounter Dark, Fire, Force Standard Action Target: Each creature in burst Attack: Dexterity + your level vs. Reflex Hit: 2d12 + Dexterity modifier + your level Fire and Force damage Area Burst 3 within 6 squares
DISPLACER EXPERT
You form a small globule of antimatter in the palm of your head and throw it. Matter and antimatter should not be mixed.
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