2E Awakened Goliath Lists

== 2E Awakened Goliath Lists ==
===Sleeping Goliath===
Before a Goliath knows they are one, the individual is born a human with a strange amount of natural strength.
Origin: Sleeping Goliath
STAT REQUIREMENT:	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Muscle Mass 	+3 	For any STR, NTR, or MVT action, the user can utilize their natural strength to improve a roll. Cost 2 action points. 	1
Amped Adrenaline 	1d4 	The user can increase the damage of their fists and feet during stamina exhaustion, replacing the base damage of physical attacks with 1d4. This takes up 2 action points.	1
Heightened Senses	1d4 	D20 Stat rolls to gain a bonus 1d4 roll for that turn. This takes up 3 action points for the stat action. 	1
Environmentalist 	1d4 	Utilize the environment to increase movement or strength attacks for 2 action points and a bonus 1d4 to damage. 	1
Awaken 	None 	Upon awakening when the unawakened goliath dies, choose between one of three stat-focused variants to switch into. 	1
===Strength Goliath===
Upon awakening, they lose their ability to procreate and become extremely strong.
Origin: STR Goliath
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Muscle Mass: STR 	+5 	For any STR action, the user can utilize their natural strength to improve a roll. Cost 2 action points. 	1
Death's Fiber Skin 	None 	Immune to the lead and rot verbs but receives additional damage from rad damage by 1 point. This is always active when prepared. 	1
Core Muscle 	+5 	Increase lifting and grappling rolls by +5 in close quarters. Cost 2 action points. 	1
Anti-Head Trauma 	1d8 armor 	The user can generate muscle mass around their head as temporary armor to shield themselves from incoming head-targeted attacks. Can be used as a reaction. Cost 2 action points for the user's next turn. 3-turn cooldown. 	1
Throat Stretch 	+5 	The user can increase the noise they can generate for others to hear; yelling rolls to garner attention. If yelling is used to intimidate, the bonus is a +3. 	1
Muscle Harden Augment	1d6 armor 	Forming muscle strands around the arms and chest, the user gains temporary armor for those sections on top of their own. They also temporarily have +5 to STR. Cost 2 action points. Lasts for 3 turns.
Once per IRP day. 	2
Bone Shatter Strike 	1d8 	Create a powerful giant fist using muscle strands to deal incredible damage with one punch. Guarantees stun if the damage is 6-8. Costs 2 action points. 	2
Muscle Vibration 	2 structure damage	Using the muscles on the user's body, create a temporary vibration along a surface that reaches around 10 tiles from the user. Costs 1 action point. This does increase structural damage to built barriers by 2. 	3
Calves Canopy 	None 	Leap upwards with incredible strength, allowing the user to utilize STR for jumping rolls. This is always active when prepared. 	3
Torso Wrap 	1d6 armor 	The user can generate muscle mass around their torso as temporary armor to shield themselves from incoming torso-targeted attacks. Can be used as a reaction. Cost 1 action point for the user's next turn. 2-turn cooldown. 	3
Wrap Clutch 	+5 	Use strands of muscle to wrap around a target standing near the user with a grapple bonus. If the user grapples their head successfully, the target must roll CON DC 10 to successfully breathe, and to escape, roll MVT DC 12. If they fail, they lose 2 points from HP every turn the target is grappled as their head is slowly crushed. The target must roll MVT each turn to escape. Only one target can be grappled at a time. Costs 3 action points. Cannot use limb with grapple if successfully done. 	4
Boulder Break 	1d12 blunt verb 	If there is any large debris, ice, or stone, the user can easily rip out a chunk of rock and throw it towards a target or three within close vicinity. They must roll an MVT DC 10 to avoid it. Ignores armor. Costs 2 action points. 2-turn cooldown. 	4
Colossus 	+10
1d12 armor 	Sacrifice 2 action points per turn in the colossus state, leaving the user with 1 action point. As a colossus, the user is in a giant muscle form and all melee strikes as well as blocking dice rolls are increased with a bonus. The user also has constant armor for all body parts. Costs 3 action points for activation and 1 action point for deactivation; gains back normal amount when reverting state. Lasts until the user chooses to release the form. Every melee strike in the state can hit multiple targets at least 1 tile close to each other. The stamina level is ignored and the user's MVT is -15 in this state.	5
=== Movement Goliath===
Upon awakening, they lose their ability to procreate and become extremely agile.
Origin: MVT Goliath
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Muscle Mass: MVT 	+5 	For any MVT action, the user can utilize their natural movement to improve a roll. Cost 2 action points. 	1
Death's Fiber Skin 	None 	Immune to the lead and rot verbs but receives additional damage from rad damage by 1 point. This is always active when prepared. 	1
Skeletal Retrieve 	+5 	Increase joint-related and sprinting rolls by +5 in close quarters. Cost 2 action points. 	1
Brain Food 	+5 	Allows the user to utilize an additional movement bonus action during their turn and a bonus to dodging rolls always. 	1
Weight Shift 	+5 to deceiving 	Shifting the weight of their body as well as physical appearance, the user can temporarily shapeshift as someone else closer to their body type. Twice per day. Cost 1 action point. 	1
Muscle Stretch Augment	+5 	This causes the user's muscles and skin to become rubber-like and stretch double the user's height. Additional counterrolls to physical shots or strikes. Cost 2 action points. Lasts 3 turns.
Once per IRP day. 	2
Speed Volley Punches 	4d2 	Strike one or two targets with multiple stretched punches, dealing 1d2 per strike. Costs 2 action points. This can never receive a critical success bonus. 	2
Wide Evade 	None 	As a reaction, the user can stretch to avoid being hit by a single linear attack (melee or ranged) and not any AOE/explosion/thrower abilities. This costs 1 action point their next turn. 	3
Arm Wrap 	None 	Wrapping around an object allows the user to utilize their MVT for weight grappling or lifting actions instead of STR. 	3
Slip 	None 	Slither to a position 5 tiles near the user as a bonus action for every turn. This is always active when prepared. 	3
Kite 	None 	Allows the user to reshape their arms into a glider-esque shape to save themselves from fall damage as long as there is air around. 	4
Monkey Bars 	None 	As a bonus action, the user can latch onto things using a limb without using up an action point. This is always active when prepared. 	4
Stretching Torpedo 	+15 knocking back
1d8	Twist one's entire torso and spin with arms wide. This has a bonus to knocking back targets within the vicinity from being struck as long as they are in close quarters and deal damage, ignoring armor. Costs 1 action point.	5
=== Nature Goliath===
Upon awakening, they lose their ability to procreate and become extremely powerful.
Origin: NTR Goliath
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Muscle Mass: NTR 	+5 	During stamina exhaustion, the user does not receive any HP drawbacks. 	1
Death's Fiber Skin 	None 	Immune to the lead and rot verbs but receives additional damage from rad damage by 1 point. This is always active when prepared. 	1
Visual Desperado 	+5 	Retain concentration when utilizing PER rolls with an additional bonus. 	1
Lung Capacity 	None 	Improves the usage of one's lungs and overall body, allowing the user to swim for 5 turns in high-pressure liquid or open space without any MVT or STR deductions. 	1
Heat-Bound Contact 	None 	The user regulates their body temperature, allowing them to survive below 70 F as if it were a regular cold day. They can also decrease their heat to appear dead or almost invisible to thermal vision.	1
Muscle Temp Augment	None 	The user can increase the heat generated from their muscles to be capable of burning targets with strikes from their hands. The burn verb x3 applies to the target upon skin-to-skin contact, immediately after being struck.
Cost 2 action points. Lasts 3 turns. 
Once per IRP day.	2
Heated Slap 	1d6 	With a strong slap, the user can apply a guaranteed burn verb x2. Costs 1 action point. 	2
Heart Restart 	None 	When down, the user can jumpstart their heart once per IRP day if they fail two death-saving throws. 	3
Stamina's Blade 	None 	For every stamina level, the user has, apply it to the damage of a melee strike. Costs 2 action points. 	3
Nature Troll 	1d10 electric damage
3 self damage	Using the natural electricity in the user's body, flicker sparks towards a target 5 tiles close to the user. Costs 1 action point. 2-turn cooldown. The user damages themselves using this. 	4
Sight Visor 	+3 	Improve a PER attack action with improved vision. Costs 2 action points. 	4
Dragon Mouth 	1d12 	Using the mouth, the user can blow gas outward that easily catches on fire at a distance of 15 tiles from the user's position. It applies the burn verb x3. Costs 2 action points. 2-turn cooldown. 	5
=== Constitution Goliath===
Upon awakening, they lose their ability to procreate and become the embodiment of vitality.
Origin: CON Goliath
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Muscle Mass: CON 	+2 	The user can utilize CON with this bonus towards blocking and attacking rolls during exhaustion turns only. 	1
Death's Fiber Skin 	None 	Immune to the lead and rot verbs but receives additional damage from rad damage by 1 point. This is always active when prepared. 	1
Veined Vigor 	+5 	Increase counter concentration or pain tolerance rolls with this bonus. 	1
Inhuman Heartbeat 	Depends 	The user can shift between three different heart-beating states which influence many species actions on this list. With this action, the user is immune to cardiac arrest and other heart diseases.
* Slow state: The user can decrease all action rolls by 5 but all concentration rolls are increased by +10 and the user can fake a death.
* Regular state: No changes.
* Fast state: All action rolls are increased by +6 but the user cannot utilize any technique actions.	1
Monster-Filled Stomach	None 	Consuming a live organic target allows the user to utilize a random prepared species action (decided by dice if there are multiple) of theirs for three rounds as a free bonus action. Costs 2 action points when consuming. 	1
Muscle Blood Augment 	None 	All muscles containing blood are increased in durability for two rounds. The user can only lose 1 HP from any harming actions during these rounds. Costs three action points to activate and has a two round cooldown. The user cannot utilize this if base HP is 5 or lower. 	2
Heart Attack 	Depends 	Depending on the user's heart state, this action has a different effect and description.
* Slow state: The user's HP does not recover but as a bonus action every turn, the user can deal 4 acid damage by spraying blood from any open wounds.
* Regular state: The user can concentrate blood to their fist and deal 1d6 acid damage but decrease their HP by 1 for each hit.
* Fast state: The user heals +1 HP while successfully physically attacking a target with their organic body but deals 1 damage always.	2
Blood Points 	None 	For every point in CON, the user has the same equivalent to temporary armor points. They can apply this limited amount to any received damage and these temporary armor points for damage reduction can only be regenerated after an encounter with a short rest. 	3
Cardiac Puker 	Depends 	Depending on the user's heart state, this action has a different effect and description.
* Slow state: The user's HP does not recover but the user can puke out a strong acid spray which deals 7 acid damage with a 3 tile range.
* Regular state: The user can deal 3 acid damage with a 8 tile range from puking a more short distant acid spray.
* Fast state: The user can puke out an acid spray which deals 3d2 acid damage with a 15 tile range.	3
Body Fluid Recovery 	HP +4 	While consuming fresh water, the user can heal directly with concentration next round. Costs 2 action points. 	4
Serosanguinous 	HP +2 	Whenever the user is struck by an attack that had an attack roll of 16 or more, the user heals this with action's HP next round. 	4
Second Heart 	Second set of 10 HP	The user has a second heart, allowing their sheet to contain a second section for HP capped at 10. Unlike normal HP, this cannot recover through any form of medical as the user can only heal this from eating food. This second amount of HP does not follow the 5 HP limit and the user ignores all wounds until this set of HP hits 0.	5
Category:Dice System
Category:2E - Second Edition