BIO-BOOST! [Archive] - Wizards Community

Post/Author/DateTimePost
Prime32

08-19-07, 05:18 PM
I was just wondering if there was any work done in converting characters from Guyver: The Bioboosted Armour to the d20 system...

http://www.advuniverse.com/images/Guyver.jpg
Ossian

09-02-07, 11:40 AM
Try this one. It is not the same, but it could give you a hint.

http://forums.gleemax.com/showthread.php?p=13639750#post13639750

Ossian
Prime32

09-02-07, 02:52 PM
I don't know much about the SWd20 system. And the Guyver armour is a symbiont (a very powerful one with energy attacks and enhanced senses).

The Guyver's spectacular regenerative abilities seem quite difficult to implement. A Guyver and its host can regenerate from one cell stuck to the metal disc ("Control Metal") on its forehead. Smashing the Control Metal, however, kills them (this never seems to happen). The armour regenerates before the host, and until the host regenerates, the armour is in a berserk rage, destroying everything in its path.
Ossian

09-03-07, 03:02 AM
I see. Well, nothing is impossible. So, how fast is a fast regeneration? The symbiont can grow a lost limb? (assuming such a thing ever happens in the series, I only have one ussue of it, the one where the guyver and another bioarmor intrude into a fortified building to recover the petrified upper half of a certain Aptom, who then becomes "the god of death" or smthg like that). From one cell attached to the metal core to a fully functioning armor + healthy host? 1 hour? 1 day?

It is basically a matter of "fast healing", which includes major tissue damage and severed appendages. All I know about D20 is for Star Wars, where the life points are split between Vitality and Wound damage, where the first one is more the "cinematic ability to survive a rain of fire with just a scratch on the shoulder", your heroic pool of luck and endurance, and WP are the REAL hit points, related to direct damage.

Ossian
Prime32

09-04-07, 12:44 PM
I've given statting Guyvers a try. Tell me what you think.


Guyver Unit (Inert)
Tiny Aberration (Symbiont)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 0 ft.
Armour Class: 25 (+2 size, +13 natural)
Base Attack/Grapple:
Attack: –
Full Attack: –
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Restore host, symbiont traits
Saves: Fort +, Ref +, Will +
Abilities: Str -, Dex -, Con 14, Int –, Wis 12, Cha 14
Skills: –
Feats: –
Environment: Any
Organisation: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: –

Restore host (Su): If a host is killed by a death effect or massive damage, the host is restored to life (as true ressurection) in 1d4 rounds. During this time, the Guyver armour fights with the host's abilities, but not his memories, fighting friends and enemies alike.

An inert Guyver unit appears as a Tiny box consisting of fleshy cords and armour plates. If a suitable host touches an inert Guyver, it attempts a grapple check (treat the unit as a Large creature with a Strength score of 20). If successful, it begins to bond with its new host. When the Guyver unit bonds to a new host, the host must make a DC 15 Will save or fall under the unit's control for 1d4 rounds (see Restore Host).

Once bonded, the host may summon the Guyver armour around themselves at any time as a standard action with a command word chosen by them. This is a conjuration (calling) effect which also deals 1d6 points of damage to everything within 5 feet. The Guyver may also be dismissed at a mental command, as a free action. Dismissing the Guyver does not deal damage.

The Guyver armour functions as a suit of +5 full plate of moderate fortification, with no speed reduction, armour check penalty or maximum Dexterity bonus. In addition, the host receives the “Guyver” template while the armour is worn (see below).

Creating A Guyver
"Guyver" is an inherited template that can be added to any corporeal humanoid of Medium size and at least half-human descent (referred to hereafter as the base creature).
A Guyver uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type: Type changes to aberration
Speed: A Guyver's base land speed is increased by 10 ft.
Attacks: A Guyver gains a pair of blades on his arms which he can use as natural weapons. The blades function as +4 brilliant energy keen scimitars.
Special Attacks: A Guyver retains all the special attacks of the base creature and also gains the following attacks.
Mega-Smasher (Su): Once per 2d6 rounds, as a full-round action, a Guyver can release a massive blast of energy in a 60-foot cone, dealing 10d6 points of damage. The damage is half fire and half electric. A Guyver possesses two Mega-Smashers, which recharge seperately. If the user wishes, however, both Mega-Smashers may be used as part of a single action. In this case, the area for both attacks is the same.
Psi-like abilties (Ps): at will - concussion blast, maximised energy ray (fire or sonic), psionic levitate
Special Qualities: A Guyver retains all the special qualities of the base creature and also gains the following qualities.
Darkvision 60 ft.
Damage reduction 10/magic
Immunity to mind-affecting effects
Fast healing 1
Regeneration 3 (Ex): Acid deals normal damage to a Guyver (though it may still be recovered by the Guyver's fast healing). If a Guyver loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Abilities: Str +10, Dex +6, Con +4, Wis +2, Cha +2.
Skills: A Guyver gains a +4 bonus on Spot and Listen checks.
Prime32

11-17-07, 03:22 PM
I just had to post this (http://www.spelljammer.org/monsters/conversions/Bionoid.html)...