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Published by goroiamanuci, 2023-07-04 17:36:48

Kryptonian - The Homebrewery

Kryptonian - The Homebrewery

Kryptonians Humanoid History In each of the main universes, the aspects of the Kryptonian culture had differences, but in all it is accepted that Kryptonians are a highly technologically advanced people. In Earth-Two’s Krypton, children as young as 5 years of age studied engineering. In New Earth’s Krypton, the people lived isolated lives, rarely having personal meetings, only communicating through electronic methods. They had no sexual intercourse anymore, and their sons were generated by artificial ways; gathering gametes of a couple into a matrix chamber. Their technology seems to be based on selfgrown crystals which made up the vast majority of their planet’s surface. Vast amounts of data and information could be stored on relatively small crystals. The Fortress of Solitude is a recreation of Krypton’s surface, and also serves as a storehouse for all the knowledge obtained by the Kryptonian race from the 28 known galaxies. Physical Description Kryptonians are an extraterrestrial humanoid species of beings who originate on the planet Krypton. Kryptonians are basically human in their structure and appearance, but their biology is far more advanced than that of Earth based humans. They are able to utilize energy in their body in far more direct and elaborate manners than Earth based humans do. The source of their immense energy metabolizing abilities lies in their cells, which are said to be the greatest organic power storage units in the known galaxy. Society Kryptonian society mainly places its values on arts, science, military might, and theology, strictly dividing its citizens into the five respective guilds. All citizens must choose to be part of a guild or it will be chosen for them against their will: Military Guild Science Guild Artist Guild Religious Guild Labor Guild Racial Traits Ability score increase Int +2, Con +2, -1 Dex Speed 30ft Walk Speed Languages Common, Kryptonian, one other of your choice. Skills Technology, Investigation Racial Features Adaptive Cellular Structure Due to the strange nature of your absorbative nature of your biology your cells gain the ability to partially disperse the effects of certain damage types. At level one and again when you reach 10th level you may gain 1 damage resistance of your choice from the following. Fire Lightning Radiant Cold Thunder Acid Force At level 20 one of your resistances becomes immunity. You do not gain this benefit if the damage comes from a spell cast through the Mysticism Class Feature. You also gain disadvantage on Saving Throws against spells cast through the Mysticism Class Feature. Solar Strength Whenever you are in direct sunlight that is not from a Red Sun, you gain the Empowered Condition regardless of your current Solar Point amount. Solar Storage Your cells work as solar batteries that can charge your supernatural abilities. You gain or lose solar energy every hour that you are in the light of a star as listed in the Star Effects section. You may use these solar points to use Solar Powered Abilities. You may learn Solar Powered Abilities as if they were techniques of the listed rank. You can hold a maximum amount of Solar Points equal to 2 times your proficiency modifier. For each 4 Solar Points you have stored you gain +1 Power.


Born By Design Kryptonians are born predetermined for greatness, built through generations of direct genetic involvement. At level 1 you may increase your Ability Score Maximum for all of your stats by 2 or increase the Ability Score Maximum for 1 Ability Score by 4. Sense of Self You are born with such a strong sense of self that it helps shield your mind from others. You have advantage on saving throws against being Charmed, Frieghtend, or Berserk. Solor Storage Abilities These abilities are learned as if they are techniques of the listed rank. Rank 1 Flight As a bonus action on your turn you may grant yourself a fly speed of 15 times the amount of solar points spent for the next hour. Super Strength As a bonus action on your turn you may increase your strength score by the amount of Solar Points spent for the next minute. As an action on your turn you may make yourself one size category large when determining lift and carry capacity for every 5 Solar Points spent for the next minute. Regeneration As an action on your turn you may heal yourself 1d6 HP per solar point spent. You may do this as a bonus action for double solar points. Longevity You are functionally ageless while you have at least 10 Solar Points. Invulnerability As a reaction in respone to being attacked you may increase your AC by 1 for every Solar Point spent. This benefit lasts until the end of your next turn. Alternatively as a reaction you may spend 5 solar points to half damage recieved for 1 attack or technique. This can be used in conjunction with Block. Energy Conversion As long as you have at least 1 Solar Point you do not need to sleep, eat, or breathe. Each day that passes that you do not do one of these things you lose 2 Solar Points. X-Ray Vision As an action on your turn you may spend 1 Solar Point to gain X-ray vision for 1 minute. This allows you to see through up to 10 feet of material less dense than lead. Heat Vision Rank 1 Beam Technique Solar Cost: 2 Solar Points Casting Time: 1 action Range: 60 ft By collecting and concentrating your stored solar energy to your eyes you are able to send out a powerfully concentrated beam of fire. Make a ranged beam attack roll dealling 2d6 fire damage on a hit. You may spend an additional 2 Solar Point to deal an additional 2d6, to a maximum of 10d6. Super Breath Rank 1 Omni Technique Solar Cost: 2 Solar Points Casting Time: 1 action Range: 30 ft Cone By using your incredibly powerful lungs you may intake an obscene amount of air before emptying them at a superfast, concentrated rate. All creatures within range must make a Constitution Saving throw or take 4d6 cold damage and be knocked back 30 ft on a failure, taking half damage and only being pushed 15 feet back on a success. Rank 2 Face Scramble As an action on your turn you cast Disguise Self on yourself, this effect lasts for 1 hour. Tactile Telekenesis You gain the ability to produce a field of telekenetic prowess through contact. You can gain any one of the following effects for 1 hour (Concentration): When touching an object you may gain advantage on any checks to pick up and move the object or target for 1 Solar Point per Size Category of the target, minimum 1 Solar Point for medium sized and below. If this is used on a liquid you raise it as a bubble of the liquid stuck to the surface of your body that touched it. As a bonus action you may cling to and walk on any solid surfaces including walls, ceilings, and the surface of water for 1 Solar Point. You may use 1 Solar Point when you make a Shove or Grapple check to use your Constitution instead of Strength for the check.


Super Speed On your turn you may, at no action cost, spend Solar Points to gain 15 movement and/or fly speed (if you have one) per point spent until the end of your next turn. Until the end of this effect all attacks of opprotunity against you have disadvantage. Rank 3 Solar Flare Rank 3 Omni Technique Solar Cost: All Casting Time: 1 action Range: 120 foot sphere (centered on you) Duration: 1 hour Build together all of your stored solar energy and release it all at once. You spend all Solar Points you currently have, dealing 1d12 fire damage for every Solar Point Spent. Creatures within range, must make a Dexterity Saving Throw based on your Omni Save DC, taking half damage on a success. Super-Imp You have the ability to spend 10 Solar Points, while reducing your maximum amount of Solar Points the same amount, to create a tiny facsimile of yourself. This copy of you has 1/4 of your current HP, Ki, and Stamina upon creation and all damage die it deals is reduced by 2 stages, minimum of 1d4, otherwise this copy rolls initiative and acts on it’s own accord. This copy lasts until you dispell it as an action on your turn, regaining the lost maximum Solar Points you expended when you do this. The copy is sentient and self-aware but will listen to any direction you give it to the best of it’s ability. You have a telepathic connection to this copy and can communicate with it so long as you are on the same plane of exsistance. If you were to ever die, this copy dies as well. Rank 4 Solar Avatar You have the ability to empower yourself by creating an avatar out of the solar energy you have stored up. You gain the Solar Avatar Power-Up. Solar Avatar Your Size category increases by 2 sizes Damage you deal from Unarmed Strikes and Melee Techniques, basic ki blasts, and Ki Techniques is changed to Radiant Damage. You gain the Super Charged and Empowered Condition +3 Power +2d6 Damage 4 Solar Points expended each round Solar Effects When Kryptonians are in the light of different suns they produce different effects. Mainly following the pattern of: The more powerful the star the more solar points per hour a kryptonian absorbs. Yellow Suns The most common star level found throughout the galaxy, light from a single yellow sun can impart 2 Solar Points per Hour. White Sun Immensely hot and powerful, these small white hot stars impart 5 solar points per hour. Red Sun Possibly the most dangerous sunlight to a kryptonian, the light of these deep red suns blocks access to all Sunlight Storage features and drains 3 Solar Points per Hour.


Kryptonite The material of their home planet krypton has the effect of depowering kryptonians of their solar abilities. Kryptonians born and raised on Krypton never even notice this weakness do to the overabundence of the material. If a Kryptonian comes within 15 feet of Kryptonite they lose access to all Kryptonian features. There are also other colors of kryptonite that produce alternate effects. Bizarro Kryptonite This material has no effect on Kryptonians, deals 10d6 necrotic damage upon contact for non-kryptonians. X-Kryptonite This material grants the “Solar Storage” feature with 20 solar points for the next hour. White Kryptonite This material kills all plant life within 60 feet of it. Gold Kryptonite This feature completely removes the “Solar Storage” feature from a creature. This can not be undone by anything short of a wish. Silver Kryptonite This material causes intense hallucinations in Kryptonians for 1 minute upon contact. Red Kryptonite Mutated Kryponite, who knows what effect this could have on a kryptonian? No two pieces have the same effect.


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