OBSCURING CLOUD | Ex

Gene Pool -2 | Disguise DC Modifier +0

Your mutation allows you to surround yourself in a thick fog by converting water stored in your cells to vapor through special skin ducts.  Creating this fog is a swift action. The fog spreads out from your position at a radius of 20 feet and moves with you.  You can maintain the obscuring mist by using a swift action for a number of rounds equal to your Constitution score.  Once you’ve used your obscuring cloud, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Edge at any point to recharge it immediately.

The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away gains concealment (attacks have a 20% miss chance). Creatures farther than 5 ft. away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round.  This mutation doesn’t work in a void and requires an atmosphere.  You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I: You gain the ability to make your obscuring mist toxic.  Living creatures in the cloud must make a Fortitude save (DC = 11 + your character level), or become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated creature.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

Evolution II: Your obscuring mist vapors are highly acidic. Each round on your turn, starting when surround yourself in fog, it deals 2d6 points of acid damage to each creature and object within it in addition to the effects gained with Evolution I.


Comments

Please Login in order to comment!