PHEROMONE, RAGE | Su

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to emit a pheromone that puts others in a state of rage.  Pheromones from your mutation grant a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to EAC and KAC to every living creature within a 30-foot radius. Any creature or character trying to resist your rage pheromone must make a Will save (DC = 10 + ½ your character level + your current Resolve).

Anyone attempting to influence a creature affected by rage pheromones takes a -2 penalty on Charisma based skill checks. While in rage, affected creatures cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Intimidate, and Pilot) or any ability that requires patience or concentration.  This effect last a number of rounds equal to your current Resolve score + 2d4.  When the effects of the rage pheromones end, the creatures gain the fatigued condition.  A creature cannot enter rage while under the fatigued or exhausted condition.  You are immune to your own rage pheromone.

Once you’ve used rage pheromone, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.  It should be noted you cannot take this mutation if you have the Pheromone Repulsion drawback.  This pheromone does not work against targets that don’t breathe, or are protected from airborne afflictions by other means. You are limited to wearing custom armor or nano-armor with this mutation.

Evolution I:  The strength of your rage pheromones increases doubling all moral bonuses.

Evolution II: The strength of your rage pheromones increases tripling all moral bonuses.


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