Last week, Yume and I enjoyed a couple rounds of Dominion, an excellent strategy-based deck building game by Rio Grande Games. You are each a lord of your own demesne competing against your neighbors over resources and victory points to see whose dominion will reign supreme! Our practice match wound up a tie, 31-31, but as the rules stipulate: "…the tied player who has had the fewest turns wins the game," and since I had both started and ended the game, Yume won the practice round. I did better in our second "for reals" match, scoring 37 that time, but Yume's dominion would not be denied at 49 victory points (as shown above, she's on the right)! |
Sunday, June 7, 2015
Yume dominates!
Friday, June 5, 2015
The World Warriors
Another pair of iconic video game characters go from digital to your tabletop, d20 style! (I've been on a tear lately, gotta admit!)
RYU
(circa Street Fighter II)
Male Human Legendary Strong Hero 2/Fast Hero 1/Tough Hero 2/Martial Arts Master* 9/Street Warrior** 3; CR 17
Medium Humanoid (height 5' 9”, weight 150 lb. [157 lb. in winter]); Age 27
Init +3; Senses (core) Listen +8, Search +1, Spot +9; Senses (house) Listen/Spot +21, Search +1
Languages Chinese (read/write only), English, Hindi (read/write only), Japanese, Korean (read/write only), Russian (read/write only)
* See Blood and Fists
** See Urban Arcana
Defense (core) 28, touch 28, flat-footed 25; Defense (house) 28, touch 20, flat-footed 25; (+3 Dex, +15 class)
hp 135 (17 HD); Mas 16
Fort +16, Ref +11, Will +7
Action Points 14
Speed 30 ft.
Melee unarmed strike +18/+13/+8 (1d6+3 lethal/nonlethal, 20) or
Melee punch +19/+14/+9 (1d6+3 lethal/nonlethal, 20) or
Melee axe kick +18 (1d10+4, 20) and/or
Melee circle kick +18/+13/+8 (1d10+3, 20) or
Melee jab +21/+16/+11 (1d6+3, 20) or
Melee leg sweep +18 (1d8+3 plus trip, 20) and/or
Melee snap kick +20/+15/+10 (1d8+3, 20) or
Melee uppercut +19 (1d8+3, 20) and/or
Melee shoryuken +19 (1d10+4 lethal only, 19-20) and/or
Melee metsu shoryuken +19 (1d10+4, 16-20/x3-x5) or
Melee tatsumaki senpuu kyaku (circle kick) combo +18/+15 (1d10+3/1d10+5, 20) or
Melee by weapon +17/+12/+7 or
Ranged (touch) hadouken (ki blast) +18 (3d6+5 force, 20) or
Ranged (touch) shinku hadouken +18 (3d6+5, 17-20/x3-x5) or
Ranged by weapon +18/+13/+8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +15; Grp +18
Atk Options Axe Kick, Block, Circle Kick, Combination, Jab, Inner Power, Ki, Ki Blast, Leg Sweep, Snap Kick, Streetfighting, Shoryuken, Uppercut
Special Qualities ki (6/day), legend traits (2)
Abilities Str 15 (14), Dex 16 (15), Con 16 (15), Int 12, Wis 17 (16), Cha 10
'(-)' indicate original ability scores.
Allegiances self-discovery, “the fight,” good, Ken; Rep +6; San 77
Feats Ansatsuken (new feat, see below), Axe Kick, Block*, Brawl, Circle Kick, Combat Martial Arts, Combination (Circle Kick x2), Jab, Inner Power*, Inner Strength, Ki, Ki Blast (new feat, see below), Leg Sweep, Simple Weapons Proficiency, Snap Kick, Streetfighting, Shoryuken (new feat, see below), Uppercut
* Bonus feats from the Legend template.
Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +8, Climb +11, Concentration +9, Gather Information +3, Intimidate +4, Jump +13, Knowledge (current events) +4, Knowledge (streetwise) +7, Knowledge (theology and philosophy) +4, Listen +8, Meditation +11, Read/Write Chinese, Read/Write English, Read/Write Hindi, Read/Write Japanese, Read/Write Korean, Read/Write Russian, Sense Motive +12, Speak English, Speak Japanese, Spot +9, Survival +10 (+4 in urban areas), Swim +9, Tumble +6
Skills (house) Athletics +21, Control +20, Gather Information +3, Knowledge (current events) +7, Knowledge (streetwise) +9, Knowledge (theology and philosophy) +4, Perceive +21, Read/Write Chinese, Read/Write English, Read/Write Hindi, Read/Write Japanese, Read/Write Korean, Read/Write Russian, Speak English, Speak Japanese, Survival +9 (+4 in urban areas), Tumble +9
RYU
(circa Street Fighter II)
Male Human Legendary Strong Hero 2/Fast Hero 1/Tough Hero 2/Martial Arts Master* 9/Street Warrior** 3; CR 17
Medium Humanoid (height 5' 9”, weight 150 lb. [157 lb. in winter]); Age 27
Init +3; Senses (core) Listen +8, Search +1, Spot +9; Senses (house) Listen/Spot +21, Search +1
Languages Chinese (read/write only), English, Hindi (read/write only), Japanese, Korean (read/write only), Russian (read/write only)
* See Blood and Fists
** See Urban Arcana
Defense (core) 28, touch 28, flat-footed 25; Defense (house) 28, touch 20, flat-footed 25; (+3 Dex, +15 class)
hp 135 (17 HD); Mas 16
Fort +16, Ref +11, Will +7
Action Points 14
Speed 30 ft.
Melee unarmed strike +18/+13/+8 (1d6+3 lethal/nonlethal, 20) or
Melee punch +19/+14/+9 (1d6+3 lethal/nonlethal, 20) or
Melee axe kick +18 (1d10+4, 20) and/or
Melee circle kick +18/+13/+8 (1d10+3, 20) or
Melee jab +21/+16/+11 (1d6+3, 20) or
Melee leg sweep +18 (1d8+3 plus trip, 20) and/or
Melee snap kick +20/+15/+10 (1d8+3, 20) or
Melee uppercut +19 (1d8+3, 20) and/or
Melee shoryuken +19 (1d10+4 lethal only, 19-20) and/or
Melee metsu shoryuken +19 (1d10+4, 16-20/x3-x5) or
Melee tatsumaki senpuu kyaku (circle kick) combo +18/+15 (1d10+3/1d10+5, 20) or
Melee by weapon +17/+12/+7 or
Ranged (touch) hadouken (ki blast) +18 (3d6+5 force, 20) or
Ranged (touch) shinku hadouken +18 (3d6+5, 17-20/x3-x5) or
Ranged by weapon +18/+13/+8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +15; Grp +18
Atk Options Axe Kick, Block, Circle Kick, Combination, Jab, Inner Power, Ki, Ki Blast, Leg Sweep, Snap Kick, Streetfighting, Shoryuken, Uppercut
Special Qualities ki (6/day), legend traits (2)
Abilities Str 15 (14), Dex 16 (15), Con 16 (15), Int 12, Wis 17 (16), Cha 10
'(-)' indicate original ability scores.
Allegiances self-discovery, “the fight,” good, Ken; Rep +6; San 77
Feats Ansatsuken (new feat, see below), Axe Kick, Block*, Brawl, Circle Kick, Combat Martial Arts, Combination (Circle Kick x2), Jab, Inner Power*, Inner Strength, Ki, Ki Blast (new feat, see below), Leg Sweep, Simple Weapons Proficiency, Snap Kick, Streetfighting, Shoryuken (new feat, see below), Uppercut
* Bonus feats from the Legend template.
Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +8, Climb +11, Concentration +9, Gather Information +3, Intimidate +4, Jump +13, Knowledge (current events) +4, Knowledge (streetwise) +7, Knowledge (theology and philosophy) +4, Listen +8, Meditation +11, Read/Write Chinese, Read/Write English, Read/Write Hindi, Read/Write Japanese, Read/Write Korean, Read/Write Russian, Sense Motive +12, Speak English, Speak Japanese, Spot +9, Survival +10 (+4 in urban areas), Swim +9, Tumble +6
Skills (house) Athletics +21, Control +20, Gather Information +3, Knowledge (current events) +7, Knowledge (streetwise) +9, Knowledge (theology and philosophy) +4, Perceive +21, Read/Write Chinese, Read/Write English, Read/Write Hindi, Read/Write Japanese, Read/Write Korean, Read/Write Russian, Speak English, Speak Japanese, Survival +9 (+4 in urban areas), Tumble +9
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Tough Hero) Second Wind (recovers 5 hp, 3/day)
Talents (Martial Arts Master) Accurate Punch 1, Hard Kick 1, Ki Focus 1, Ki Focus 2, Ki Focus 3
Talents (Street Warrior) Improvised Weapons, Urban Survival
Starting Occupation (core) Adventurer (+1 on Climb, Jump; Brawl)
Starting Occupation (house) Adventurer (+1 on Athletics, Knowledge [streetwise]; Brawl)
Possessions (carried weight 8.5 lb.) signature white karate gi w/black belt & sparring gloves (3.5 lb.), red bandanna, large canvas duffel (w/spare clothes, dry rations, various personal items; 5 lb.)
Wealth Bonus +5
New Feat Ki Blast
You focus your ki into a ball of energy that you can hurl at an opponent.
Prerequisites: Dex 13, Wis 13, Combat Martial Arts OR Improved Unarmed Strike, Ki, BAB +8
Benefit: You can expend two daily uses of your Ki feat as a move action to create an orb of raw ki energy. You can then throw the seething orb as a standard action with a maximum range of 60 feet (no penalty). This ranged touch attack deals 3d6 + your Wis modifier damage. The ki orb is a force effect.
If you fail to throw the orb before the end of your turn, it dissipates harmlessly.
When you take this feat, you gain an additional daily use of ki.
Special: You may also add your Str modifier to damage with this feat if you have the Inner Power feat. The only way to block a ki blast is with another ki blast. Should you block a ki blast with a natural 20, your ki blast carries through the blocked ki blast to hit your attacker; roll damage for both, subtracting your attacker’s ki blast damage from your own ki blast’s critical damage, and the remaining damage is subtracted from your attacker’s current hit points.
New Signature Martial Arts Maneuver Feat Shoryuken (Ansatsuken)
You channel your ki into an immense rising uppercut attack.
Prerequisites: Ansatsuken, Uppercut
Benefit: Your Uppercut attack inflicts an extra die of damage, does 1.5x Str mod on damage, and its threat range is increased by one. If you miss this attack, you must make a DC 15 Jump check or risk an attack of opportunity (if you succeed at the Jump check, you are flat-footed until the start of your next turn). You may only use this maneuver once per round.
New Martial Arts Mastery Ansatsuken “Assassination Fist”
History: A Japanese martial art rooted as an art of assassination. This art stems from traditional karate (e.g. shotokan), but focuses more heavily on ki focus, special repeated maneuver combinations, and the signature shoryuken (“rising dragon punch”). Famous practitioners of this martial art in the Street Fighter universe include Akuma and Gen.
Prerequisite: Combat Martial Arts
Effect: You are proficient in punch and kick attacks, and are considered armed while making these attacks. This feat adds Jump and Meditation to your list of class skills, and allows you to use Circle Kick multiple times in a single combination (i.e. tatsumaki senpuu kyaku or "whirlwind kick"). Ansatsuken is an external style whose attacks are modified by Strength.
KEN MASTERS
(circa Street Fighter II)
Male Human Legendary Strong Hero 2/Fast Hero 2/Tough Hero 1/Martial Arts Master 6/Street Warrior 6; CR 17
Medium Humanoid (height 5' 9”, weight 159 lb. [169 lb. when not training); Age 26
Init +3; Senses (core) Listen +6, Search +1, Spot +8; Senses (house) Listen/Spot +17, Search +1
Languages English, Japanese
Defense (core) 27, touch 27, flat-footed 24; Defense (house) 27, touch 20, flat-footed 24; (+3 Dex, +14 class)
hp 122 (17 HD); Mas 15
Fort +15, Ref +13, Will +7
Action Points 13
Speed 30 ft.
Melee unarmed strike +19/+14/+9 (1d6+3 lethal/nonlethal, 20) or
Melee punch +19/+14/+9 (1d10+3 lethal/nonlethal, 20) or
Melee circle kick +19/+14/+9 (1d8+3, 20) or
Melee jab +21/+16/+11 (1d10+3, 20) or
Melee leg sweep +19 (1d6+3 plus trip, 20) and/or
Melee uppercut +19 (1d12+3, 20) and/or
Melee shoryuken +19 (3d4+4 lethal only, 19-20) and/or
Melee tatsumaki senpuu kyaku (circle kick) combo +19/+16 (1d8+3/1d8+5, 20) or
Melee tatsumaki senpuu kyaku (circle kick) imp. combo +19/+16/+12 (1d8+3/1d8+5/1d8+6, 20) or
Melee by weapon +17/+12/+7 or
Ranged (touch) hadouken (ki blast) +18 (3d6+3 force, 20) or
Ranged by weapon +18/+13/+8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +15; Grp +18
Atk Options Block, Circle Kick, Combination, Improved Combination, Improved Feint, Improved Streetfighting (+1d4+2), Jab, Ki, Ki Blast, Leg Sweep, Shoryuken, Uppercut
Special Qualities ki (5/day), legend traits (2)
Abilities Str 15, Dex 16 (14), Con 15, Int 13, Wis 16 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances “the fight,” self-discovery, Ryu, good; Rep +6; San 65
Feats Ansatsuken (new feat, see above), Block*, Brawl, Circle Kick, Combat Martial Arts, Combination (Circle Kick x2), Improved Combination (Circle Kick x3)*, Improved Feint, Jab, Ki, Ki Blast (new feat, see above), Leg Sweep, Streetfighting, Shoryuken (new feat, see above), Simple Weapons Proficiency, Weapon Finesse, Weapon Focus (shoryuken), Uppercut
* Bonus feats from the Legend template.
Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +8, Bluff +11 (+2 to feint in melee, +6 in the U.S. [+8 to feint in the U.S.]), Climb +9, Concentration +5, Drive +8, Gamble +9, Gather Information +5 (+6 in the U.S.), Intimidate +10 (+6 in the U.S.), Jump +12, Knowledge (current events) +8, Knowledge (popular culture) +4, Knowledge (streetwise) +8, Listen +6, Meditation +5, Read/Write English, Read/Write Japanese, Sense Motive +9, Speak English, Speak Japanese, Spot +8, Survival +3 (+4 in urban areas), Swim +6, Tumble +8
Skills (house) Athletics +22, Control +13, Drive +8, Gamble +9, Gather Information +5 (+6 in the U.S.), Knowledge (current events) +8, Knowledge (popular culture) +4, Knowledge (streetwise) +9, Perceive +17, Persuade +20 (+2 on Bluff to feint in melee, +6 in the U.S. [+8 to feint in the U.S.]), Read/Write English, Read/Write Japanese, Speak English, Speak Japanese, Survival +3 (+4 in urban areas), Tumble +8
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Tough Hero) Second Wind (recovers 3 hp, 2/day)
Talents (Martial Arts Master) Hard Punch 1, Hard Punch 2, Ki Focus 1
Talents (Street Warrior) Improved Streetfighting, Improvised Weapons, Street Cred, Urban Survival
Starting Occupation (core) Adventurer (Bluff, Intimidate as permanent class skills; Brawl)
Starting Occupation (house) Adventurer (+1 on Knowledge [streetwise], Persuade as permanent class skill; Brawl)
Possessions (carried weight 3.5 lb.) signature red karate gi w/black belt & sparring gloves (3.5 lb.), red Porsche 911 Carrera (see below), various personal items
Wealth Bonus +15
NEW Vehicle Porsche 911 Carrera (sports coupe)
Crew: 1; Pass: 1; Cargo: 175 lb.; Init: –1; Man: +0; Speed: 295 (29); Def: 8; Hard: 5; hp: 34; Size: H; Purchase DC: 35; Res: Lic (+1)
The Carrera is a luxury sports car powered by a 3.6L, 330-horsepower engine with a 5-speed manual transmission. A 4-speed automatic is also available. The Carrera is 2 squares wide and 3 squares long.
Talents (Fast Hero) Evasion
Talents (Tough Hero) Second Wind (recovers 5 hp, 3/day)
Talents (Martial Arts Master) Accurate Punch 1, Hard Kick 1, Ki Focus 1, Ki Focus 2, Ki Focus 3
Talents (Street Warrior) Improvised Weapons, Urban Survival
Starting Occupation (core) Adventurer (+1 on Climb, Jump; Brawl)
Starting Occupation (house) Adventurer (+1 on Athletics, Knowledge [streetwise]; Brawl)
Possessions (carried weight 8.5 lb.) signature white karate gi w/black belt & sparring gloves (3.5 lb.), red bandanna, large canvas duffel (w/spare clothes, dry rations, various personal items; 5 lb.)
Wealth Bonus +5
New Feat Ki Blast
You focus your ki into a ball of energy that you can hurl at an opponent.
Prerequisites: Dex 13, Wis 13, Combat Martial Arts OR Improved Unarmed Strike, Ki, BAB +8
Benefit: You can expend two daily uses of your Ki feat as a move action to create an orb of raw ki energy. You can then throw the seething orb as a standard action with a maximum range of 60 feet (no penalty). This ranged touch attack deals 3d6 + your Wis modifier damage. The ki orb is a force effect.
If you fail to throw the orb before the end of your turn, it dissipates harmlessly.
When you take this feat, you gain an additional daily use of ki.
Special: You may also add your Str modifier to damage with this feat if you have the Inner Power feat. The only way to block a ki blast is with another ki blast. Should you block a ki blast with a natural 20, your ki blast carries through the blocked ki blast to hit your attacker; roll damage for both, subtracting your attacker’s ki blast damage from your own ki blast’s critical damage, and the remaining damage is subtracted from your attacker’s current hit points.
New Signature Martial Arts Maneuver Feat Shoryuken (Ansatsuken)
You channel your ki into an immense rising uppercut attack.
Prerequisites: Ansatsuken, Uppercut
Benefit: Your Uppercut attack inflicts an extra die of damage, does 1.5x Str mod on damage, and its threat range is increased by one. If you miss this attack, you must make a DC 15 Jump check or risk an attack of opportunity (if you succeed at the Jump check, you are flat-footed until the start of your next turn). You may only use this maneuver once per round.
New Martial Arts Mastery Ansatsuken “Assassination Fist”
History: A Japanese martial art rooted as an art of assassination. This art stems from traditional karate (e.g. shotokan), but focuses more heavily on ki focus, special repeated maneuver combinations, and the signature shoryuken (“rising dragon punch”). Famous practitioners of this martial art in the Street Fighter universe include Akuma and Gen.
Prerequisite: Combat Martial Arts
Effect: You are proficient in punch and kick attacks, and are considered armed while making these attacks. This feat adds Jump and Meditation to your list of class skills, and allows you to use Circle Kick multiple times in a single combination (i.e. tatsumaki senpuu kyaku or "whirlwind kick"). Ansatsuken is an external style whose attacks are modified by Strength.
ANSATSUKEN
Mastery: Accurate Kick 1, Accurate Punch 1, Accurate Punch 2, Hard Kick 1, Hard Punch 1, Hard Punch 2, Ki Focus 1, Ki Focus 2, Ki Focus 3
Mastery: Accurate Kick 1, Accurate Punch 1, Accurate Punch 2, Hard Kick 1, Hard Punch 1, Hard Punch 2, Ki Focus 1, Ki Focus 2, Ki Focus 3
Bonus Feats: Acrobatic, Alertness, Athletic, Axe Kick, Back Kick, Block, Body Blow, Circle Kick, Combat Expertise, Combat Reflexes, Dodge, Elbow Slam, Great Fortitude, Heart Punch, Hip Throw, Improved Block, Jab, Jump Kick, Leg Sweep, Poise, Power Attack, Snap Kick, Sunder, Thigh Kick, Toughness, Uppercut.
Ki Focus 1
You may use your ki one additional time per day.
Ki Focus 2
You may use your ki one additional time per day.
Ki Focus 3
You may begin to charge latent energies (usually sparked by deep or strong emotions) lying dormant in your ki. Each round that you spend charging your ki as a move action, up to a number of rounds equal to your Wisdom modifier, you increase your threat range and critical multiplier by that amount until you make your next attack. You must also expend a daily use of ki for each round you spend charging. You may take no other actions while charging your ki each round other than a single move action and speaking, though you may defend yourself as normal (including the use of full defense as a standard action). For example, if your Wis mod was +3, you normally threatened a critical hit on 20, and you charged your ki using move actions on each of three consecutive rounds (expending 3 daily uses of ki), you would threaten on a natural 17-20 and inflict x5 damage should your next attack be a critical hit. Of course, charging your ki for fewer rounds is also possible. This attack may be melee or ranged. Your next attack must come on the following round after you charge your ki, though any ki uses are unspent if no attack occurs.
You may use your ki one additional time per day.
Ki Focus 2
You may use your ki one additional time per day.
Ki Focus 3
You may begin to charge latent energies (usually sparked by deep or strong emotions) lying dormant in your ki. Each round that you spend charging your ki as a move action, up to a number of rounds equal to your Wisdom modifier, you increase your threat range and critical multiplier by that amount until you make your next attack. You must also expend a daily use of ki for each round you spend charging. You may take no other actions while charging your ki each round other than a single move action and speaking, though you may defend yourself as normal (including the use of full defense as a standard action). For example, if your Wis mod was +3, you normally threatened a critical hit on 20, and you charged your ki using move actions on each of three consecutive rounds (expending 3 daily uses of ki), you would threaten on a natural 17-20 and inflict x5 damage should your next attack be a critical hit. Of course, charging your ki for fewer rounds is also possible. This attack may be melee or ranged. Your next attack must come on the following round after you charge your ki, though any ki uses are unspent if no attack occurs.
Note: For more on these rules, see Blood and Fists for the d20 Modern game.
KEN MASTERS
(circa Street Fighter II)
Male Human Legendary Strong Hero 2/Fast Hero 2/Tough Hero 1/Martial Arts Master 6/Street Warrior 6; CR 17
Medium Humanoid (height 5' 9”, weight 159 lb. [169 lb. when not training); Age 26
Init +3; Senses (core) Listen +6, Search +1, Spot +8; Senses (house) Listen/Spot +17, Search +1
Languages English, Japanese
Defense (core) 27, touch 27, flat-footed 24; Defense (house) 27, touch 20, flat-footed 24; (+3 Dex, +14 class)
hp 122 (17 HD); Mas 15
Fort +15, Ref +13, Will +7
Action Points 13
Speed 30 ft.
Melee unarmed strike +19/+14/+9 (1d6+3 lethal/nonlethal, 20) or
Melee punch +19/+14/+9 (1d10+3 lethal/nonlethal, 20) or
Melee circle kick +19/+14/+9 (1d8+3, 20) or
Melee jab +21/+16/+11 (1d10+3, 20) or
Melee leg sweep +19 (1d6+3 plus trip, 20) and/or
Melee uppercut +19 (1d12+3, 20) and/or
Melee shoryuken +19 (3d4+4 lethal only, 19-20) and/or
Melee tatsumaki senpuu kyaku (circle kick) combo +19/+16 (1d8+3/1d8+5, 20) or
Melee tatsumaki senpuu kyaku (circle kick) imp. combo +19/+16/+12 (1d8+3/1d8+5/1d8+6, 20) or
Melee by weapon +17/+12/+7 or
Ranged (touch) hadouken (ki blast) +18 (3d6+3 force, 20) or
Ranged by weapon +18/+13/+8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +15; Grp +18
Atk Options Block, Circle Kick, Combination, Improved Combination, Improved Feint, Improved Streetfighting (+1d4+2), Jab, Ki, Ki Blast, Leg Sweep, Shoryuken, Uppercut
Special Qualities ki (5/day), legend traits (2)
Abilities Str 15, Dex 16 (14), Con 15, Int 13, Wis 16 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances “the fight,” self-discovery, Ryu, good; Rep +6; San 65
Feats Ansatsuken (new feat, see above), Block*, Brawl, Circle Kick, Combat Martial Arts, Combination (Circle Kick x2), Improved Combination (Circle Kick x3)*, Improved Feint, Jab, Ki, Ki Blast (new feat, see above), Leg Sweep, Streetfighting, Shoryuken (new feat, see above), Simple Weapons Proficiency, Weapon Finesse, Weapon Focus (shoryuken), Uppercut
* Bonus feats from the Legend template.
Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +8, Bluff +11 (+2 to feint in melee, +6 in the U.S. [+8 to feint in the U.S.]), Climb +9, Concentration +5, Drive +8, Gamble +9, Gather Information +5 (+6 in the U.S.), Intimidate +10 (+6 in the U.S.), Jump +12, Knowledge (current events) +8, Knowledge (popular culture) +4, Knowledge (streetwise) +8, Listen +6, Meditation +5, Read/Write English, Read/Write Japanese, Sense Motive +9, Speak English, Speak Japanese, Spot +8, Survival +3 (+4 in urban areas), Swim +6, Tumble +8
Skills (house) Athletics +22, Control +13, Drive +8, Gamble +9, Gather Information +5 (+6 in the U.S.), Knowledge (current events) +8, Knowledge (popular culture) +4, Knowledge (streetwise) +9, Perceive +17, Persuade +20 (+2 on Bluff to feint in melee, +6 in the U.S. [+8 to feint in the U.S.]), Read/Write English, Read/Write Japanese, Speak English, Speak Japanese, Survival +3 (+4 in urban areas), Tumble +8
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Tough Hero) Second Wind (recovers 3 hp, 2/day)
Talents (Martial Arts Master) Hard Punch 1, Hard Punch 2, Ki Focus 1
Talents (Street Warrior) Improved Streetfighting, Improvised Weapons, Street Cred, Urban Survival
Starting Occupation (core) Adventurer (Bluff, Intimidate as permanent class skills; Brawl)
Starting Occupation (house) Adventurer (+1 on Knowledge [streetwise], Persuade as permanent class skill; Brawl)
Possessions (carried weight 3.5 lb.) signature red karate gi w/black belt & sparring gloves (3.5 lb.), red Porsche 911 Carrera (see below), various personal items
Wealth Bonus +15
NEW Vehicle Porsche 911 Carrera (sports coupe)
Crew: 1; Pass: 1; Cargo: 175 lb.; Init: –1; Man: +0; Speed: 295 (29); Def: 8; Hard: 5; hp: 34; Size: H; Purchase DC: 35; Res: Lic (+1)
The Carrera is a luxury sports car powered by a 3.6L, 330-horsepower engine with a 5-speed manual transmission. A 4-speed automatic is also available. The Carrera is 2 squares wide and 3 squares long.
Labels:
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japan,
opinion,
rpg,
video games
Wednesday, June 3, 2015
The Twin Snakes
A tribute to the breakout title of a dynamite series!
SOLID SNAKE, DAVID
(during the Shadow Moses Incident, 2005)
Male Human Clone Legendary Strong Hero 3/Soldier 2/Infiltrator 6/SpecOp 5; LA +1; CR 16
Medium Humanoid (height 5' 11", weight 168 lb.); Age 33
Init +7; Senses (core) Listen +9, Search +9, Spot +11; Senses (house) Listen/Spot +16, Search +13
Languages Aleut (speak only), English, French (speak only), Japanese (speak only), Russian (speak only), Serbo-Croatian (speak only)
Defense (core) 25, touch 23, flat-footed 22; Defense (house) 25, touch 18, flat-footed 22; (+3 Dex, +10 class, +2 equip)
hp 128 (16 HD); Mas 17
Fort +13, Ref +14, Will +5
Action Points 13
Speed 35 ft.
Melee unarmed strike +14/+9/+4 (1d4+4 lethal/nonlethal, 20) or
Melee by weapon +14/+9/+4 or
Ranged SOCOM autoloader +16/+11/+6 (2d6+2 ballistic, 20, 30 ft., S, 12 box) or
Ranged FA-MAS assault rifle +15/+10/+5 (2d8 ballistic, 20, 80 ft., S/A, 25 box) or
Ranged by weapon +15/+10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options Double Tap, Point Blank Shot, Shot on the Run
Special Qualities clone traits, legend traits (2)
Abilities Str 15 (14), Dex 16 (15), Con 17 (16), Int 15 (14), Wis 13, Cha 10
'(-)' indicate original ability scores.
Allegiances himself, FOXHOUND, the battlefield, good; Rep +8; San 61
Feats Advanced Firearms Proficiency, Armor Proficiency (light), Athletic, Combat Martial Arts, Combat Throw, Double Tap*, Exotic Firearms Proficiency (grenade launchers), Exotic Firearms Proficiency (heavy machine guns), Exotic Firearms Proficiency (rocket launchers), Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Renown, Simple Weapons Proficiency, Shot on the Run*, Stealthy
* Bonus feats acquired from the legend template.
Skills (core) Climb +9, Demolitions +7, Disable Device +8, Drive +5, Handle Animal +6, Hide +19 (+2 w/one-quarter concealment), Intimidate +4, Investigate +6, Knowledge (current events) +6, Knowledge (history) +5, Knowledge (streetwise) +7, Knowledge (tactics) +8, Knowledge (technology) +5, Listen +9, Move Silently +20, Navigate +9, Read/Write English, Repair +4, Search +9, Speak Aleut, Speak English, Speak French, Speak Japanese, Speak Russian, Speak Serbo-Croatian, Spot +11 (+4 when making a sweep), Survival +8, Swim +10, Treat Injury +4, Tumble +7
Skills (house) Athletics +13 (+2 on Climb, Swim [+4 vs. fatigue]), Control +7, Deduce +13, Demolitions +9, Disable Device +7, Drive +5, Handle Animal +6, Knowledge (current events) +6, Knowledge (history) +5, Knowledge (streetwise) +7, Knowledge (tactics) +11, Knowledge (technology) +7, Navigate +9, Perceive +16, Persuade +4, Read/Write English, Repair +4, Sneak +20 (+4 on Hide [+6 w/one-quarter concealment], +4 on Move Silently), Speak Aleut, Speak English, Speak French, Speak Japanese, Speak Russian, Speak Serbo-Croatian, Survival +10, Treat Injury +4, Tumble +7
Talents (Strong Hero) Improved Melee Smash, Melee Smash
Talents (Soldier) Weapon Focus (.45 autoloader), Weapon Specialization (.45 autoloader)
Talents (Infiltrator) Improved Evasion, Improvised Implements, Skill Mastery (Hide, Listen, Move Silently, Search, Spot)
Talents (SpecOp) Hunt and Evade, Night Mover, Shock and Awe, Silent Death, Specialist (weapons)
Starting Occupation (core) Military (Hide, Move Silently as permanent class skill; Personal Firearms Proficiency)
Starting Occupation (house) Military (Sneak as permanent class skill, +1 on Knowledge (tactics); Personal Firearms Proficiency)
Possessions (carried weight 28 lb.) Colt SOCOM .45 pistol (w/suppressor; from Weapons Locker; 4 lb.), FA-MAS G1 assault rifle (fires 5.56mm rounds; from Weapons Locker; 9 lb.), bandanna (w/the word "limitless" sewn into it), sneaking suit (as PL6 urban scout armor, –1 armor check, w/self-repairing gadget; from Future; 4 lb.), pack of cigarettes (bad for your health), night vision goggles (3 lb.), claymore mine (x4; 2 lb. each)
Wealth Bonus +7
As clones of Big Boss, the Twin Snakes inherited physical and mental traits nearly identical to that of the original (Str 14, Dex 15, Con 17, Int 14, Wis 14, Cha 12). The fact that Solid Snake inherited Big Boss’s recessive genes translated into a slightly regressed phenotype, while Liquid Snake inherited the dominant traits. Clones of Big Boss are susceptible to certain autosomal recessive conditions, such as Werner syndrome, or premature aging. (For more, see Future, p.91-2.)
Male Human Clone Legendary Strong Hero 3/Soldier 2/Infiltrator 6/SpecOp 5; LA +1; CR 16
Medium Humanoid (height 5' 11", weight 168 lb.); Age 33
Init +7; Senses (core) Listen +9, Search +9, Spot +11; Senses (house) Listen/Spot +16, Search +13
Languages Aleut (speak only), English, French (speak only), Japanese (speak only), Russian (speak only), Serbo-Croatian (speak only)
Defense (core) 25, touch 23, flat-footed 22; Defense (house) 25, touch 18, flat-footed 22; (+3 Dex, +10 class, +2 equip)
hp 128 (16 HD); Mas 17
Fort +13, Ref +14, Will +5
Action Points 13
Speed 35 ft.
Melee unarmed strike +14/+9/+4 (1d4+4 lethal/nonlethal, 20) or
Melee by weapon +14/+9/+4 or
Ranged SOCOM autoloader +16/+11/+6 (2d6+2 ballistic, 20, 30 ft., S, 12 box) or
Ranged FA-MAS assault rifle +15/+10/+5 (2d8 ballistic, 20, 80 ft., S/A, 25 box) or
Ranged by weapon +15/+10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options Double Tap, Point Blank Shot, Shot on the Run
Special Qualities clone traits, legend traits (2)
Abilities Str 15 (14), Dex 16 (15), Con 17 (16), Int 15 (14), Wis 13, Cha 10
'(-)' indicate original ability scores.
Allegiances himself, FOXHOUND, the battlefield, good; Rep +8; San 61
Feats Advanced Firearms Proficiency, Armor Proficiency (light), Athletic, Combat Martial Arts, Combat Throw, Double Tap*, Exotic Firearms Proficiency (grenade launchers), Exotic Firearms Proficiency (heavy machine guns), Exotic Firearms Proficiency (rocket launchers), Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Renown, Simple Weapons Proficiency, Shot on the Run*, Stealthy
* Bonus feats acquired from the legend template.
Skills (core) Climb +9, Demolitions +7, Disable Device +8, Drive +5, Handle Animal +6, Hide +19 (+2 w/one-quarter concealment), Intimidate +4, Investigate +6, Knowledge (current events) +6, Knowledge (history) +5, Knowledge (streetwise) +7, Knowledge (tactics) +8, Knowledge (technology) +5, Listen +9, Move Silently +20, Navigate +9, Read/Write English, Repair +4, Search +9, Speak Aleut, Speak English, Speak French, Speak Japanese, Speak Russian, Speak Serbo-Croatian, Spot +11 (+4 when making a sweep), Survival +8, Swim +10, Treat Injury +4, Tumble +7
Skills (house) Athletics +13 (+2 on Climb, Swim [+4 vs. fatigue]), Control +7, Deduce +13, Demolitions +9, Disable Device +7, Drive +5, Handle Animal +6, Knowledge (current events) +6, Knowledge (history) +5, Knowledge (streetwise) +7, Knowledge (tactics) +11, Knowledge (technology) +7, Navigate +9, Perceive +16, Persuade +4, Read/Write English, Repair +4, Sneak +20 (+4 on Hide [+6 w/one-quarter concealment], +4 on Move Silently), Speak Aleut, Speak English, Speak French, Speak Japanese, Speak Russian, Speak Serbo-Croatian, Survival +10, Treat Injury +4, Tumble +7
Talents (Strong Hero) Improved Melee Smash, Melee Smash
Talents (Soldier) Weapon Focus (.45 autoloader), Weapon Specialization (.45 autoloader)
Talents (Infiltrator) Improved Evasion, Improvised Implements, Skill Mastery (Hide, Listen, Move Silently, Search, Spot)
Talents (SpecOp) Hunt and Evade, Night Mover, Shock and Awe, Silent Death, Specialist (weapons)
Starting Occupation (core) Military (Hide, Move Silently as permanent class skill; Personal Firearms Proficiency)
Starting Occupation (house) Military (Sneak as permanent class skill, +1 on Knowledge (tactics); Personal Firearms Proficiency)
Possessions (carried weight 28 lb.) Colt SOCOM .45 pistol (w/suppressor; from Weapons Locker; 4 lb.), FA-MAS G1 assault rifle (fires 5.56mm rounds; from Weapons Locker; 9 lb.), bandanna (w/the word "limitless" sewn into it), sneaking suit (as PL6 urban scout armor, –1 armor check, w/self-repairing gadget; from Future; 4 lb.), pack of cigarettes (bad for your health), night vision goggles (3 lb.), claymore mine (x4; 2 lb. each)
Wealth Bonus +7
(during the Shadow Moses Incident, 2005)
Male Human Clone Strong 3/Tough 3/Charismatic 3/Soldier 2/SpecOp* 4/Mastermind* 3; CR 18
Medium Humanoid (height 6', weight 175 lb.); Age 33
* See Urban Arcana
Init +7; Senses (core) Listen +7, Search +4, Spot +7; Senses (house) Listen/Spot +19, Search +10
Languages Arabic, English, French (speak only), Japanese (speak only), Malay (speak only), Russian (speak only), Spanish (speak only)
Defense (core) 22, touch 22, flat-footed 22; Defense (house) 22, touch 18, flat-footed 22; Dodge (+3 Dex, +9 class)
hp 162 (18 HD); Mas 21
Fort +17 (+4 vs hot/cold environments, suffocation/drowning), Ref +12, Will +9
Action Points 13
Speed 35 ft.
Melee unarmed strike +14/+9/+4 (1d4+4 lethal/nonlethal, 20) or
Melee by weapon +14/+9/+4 or
Ranged FA-MAS assault rifle +16/+11/+6 (2d8+2 ballistic, 20, 80 ft., S/A, 25 box) or
Ranged by weapon +15/+10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +12; Grp +14
Atk Options Improved Overrun, Power Attack
Special Qualities clone traits
Abilities Str 15, Dex 16, Con 18 (17), Int 18 (15), Wis 14, Cha 13
* See Urban Arcana
Init +7; Senses (core) Listen +7, Search +4, Spot +7; Senses (house) Listen/Spot +19, Search +10
Languages Arabic, English, French (speak only), Japanese (speak only), Malay (speak only), Russian (speak only), Spanish (speak only)
Defense (core) 22, touch 22, flat-footed 22; Defense (house) 22, touch 18, flat-footed 22; Dodge (+3 Dex, +9 class)
hp 162 (18 HD); Mas 21
Fort +17 (+4 vs hot/cold environments, suffocation/drowning), Ref +12, Will +9
Action Points 13
Speed 35 ft.
Melee unarmed strike +14/+9/+4 (1d4+4 lethal/nonlethal, 20) or
Melee by weapon +14/+9/+4 or
Ranged FA-MAS assault rifle +16/+11/+6 (2d8+2 ballistic, 20, 80 ft., S/A, 25 box) or
Ranged by weapon +15/+10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +12; Grp +14
Atk Options Improved Overrun, Power Attack
Special Qualities clone traits
Abilities Str 15, Dex 16, Con 18 (17), Int 18 (15), Wis 14, Cha 13
'(-)' indicate original ability scores.
Allegiances himself, the Sons of Big Boss, chaos, Big Boss, evil, FOXHOUND; Rep +5; San 50
Feats Advanced Firearms Proficiency, Aircraft Operation (helicopters), Athletic, Combat Martial Arts, Deceptive, Dodge, Endurance, Exotic Firearms Proficiency (rocket launchers), Improved Damage Threshold, Improved Overrun (from Urban Arcana), Mobility, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Stealthy
Skills (core) Bluff +10, Climb +10, Computer Use +9, Diplomacy +11, Disguise +13, Drive +6, Gather Information +11, Hide +11 (+2 w/one-quarter concealment), Intimidate +7, Investigate +9, Knowledge (current events) +9, Knowledge (history) +9, Knowledge (streetwise) +9, Knowledge (tactics) +17, Knowledge (technology) +9, Listen +7, Move Silently +13, Navigate +10, Pilot +13, Read/Write Arabic, Read/Write English, Repair +8, Research +10, Sense Motive +11, Speak Arabic, Speak English, Speak French, Speak Japanese, Speak Malay, Speak Russian, Speak Spanish, Spot +7, Survival +11, Swim +10 (+2 vs. fatigue), Treat Injury +7
Allegiances himself, the Sons of Big Boss, chaos, Big Boss, evil, FOXHOUND; Rep +5; San 50
Feats Advanced Firearms Proficiency, Aircraft Operation (helicopters), Athletic, Combat Martial Arts, Deceptive, Dodge, Endurance, Exotic Firearms Proficiency (rocket launchers), Improved Damage Threshold, Improved Overrun (from Urban Arcana), Mobility, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Stealthy
Skills (core) Bluff +10, Climb +10, Computer Use +9, Diplomacy +11, Disguise +13, Drive +6, Gather Information +11, Hide +11 (+2 w/one-quarter concealment), Intimidate +7, Investigate +9, Knowledge (current events) +9, Knowledge (history) +9, Knowledge (streetwise) +9, Knowledge (tactics) +17, Knowledge (technology) +9, Listen +7, Move Silently +13, Navigate +10, Pilot +13, Read/Write Arabic, Read/Write English, Repair +8, Research +10, Sense Motive +11, Speak Arabic, Speak English, Speak French, Speak Japanese, Speak Malay, Speak Russian, Speak Spanish, Spot +7, Survival +11, Swim +10 (+2 vs. fatigue), Treat Injury +7
Skills (house) Athletics +14 (+2 on Climb, Swim [+4 vs. fatigue]), Computer Use +9, Deduce +10, Disguise +13, Drive +6, Gather Information +11, Knowledge (current events) +9, Knowledge (history) +9, Knowledge (streetwise) +9, Knowledge (tactics) +17, Knowledge (technology) +9, Navigate +10, Perceive +19, Persuade +20 (+2 on Bluff), Pilot +18, Read/Write Arabic, Read/Write English, Repair +8, Research +10, Sneak +15 (+2 on Hide [+4 w/one-quarter concealment], +4 on Move Silently), Speak Arabic, Speak English, Speak French, Speak Japanese, Speak Malay, Speak Russian, Speak Spanish, Survival +11, Treat Injury +7
Talents (Strong) Improved Melee Smash, Melee Smash
Talents (Tough) Robust, Second Wind (recovers 7 hp, 4/day)
Talents (Charismatic) Coordinate, Inspiration
Talents (Soldier) Weapon Focus (5.56 assault rifle), Weapon Specialization (5.56 assault rifle)
Talents (SpecOp) Hunt and Evade, Night Mover, Shock and Awe, Specialist (tactics: Plan [+6])
Talents (SpecOp) Hunt and Evade, Night Mover, Shock and Awe, Specialist (tactics: Plan [+6])
Talents (Mastermind) Equipment Connections, Minions, Plan X, Uncanny Dodge X
Starting Occupation Military (Pilot as permanent class skill, +1 on Knowledge (tactics); Personal Firearms Proficiency)
Starting Occupation Military (Pilot as permanent class skill, +1 on Knowledge (tactics); Personal Firearms Proficiency)
Possessions (carried weight 12 lb.) FA-MAS G1 assault rifle (fires 5.56mm rounds; 9 lb.), overcoat (3 lb.), Mil Mi-24 ("HIND-D"; see below) helicopter gunship, various personal items
Wealth Bonus +20
NEW Vehicle Mil Mi-24D "HIND-D"
Crew: 2-3; Pass: 8; Cargo: 4,400 lb.; Init: –4; Man: –4; Speed: 360 (36); Def: 6; Hard: 7; hp 52; Size: G; Purchase DC: 44; Res: Res (+2)
Crew: 2-3; Pass: 8; Cargo: 4,400 lb.; Init: –4; Man: –4; Speed: 360 (36); Def: 6; Hard: 7; hp 52; Size: G; Purchase DC: 44; Res: Res (+2)
Accessories: Yak-B 12.7mm gatling gun (4d12 ballistic damage, autofire only; 1,470 rounds of ammo); 55mm missile pod (armed w/132 AT-2 Swatter anti-tank missiles, as LAW except 8d8 damage)
A multirole attack/transport helicopter used by the Soviet Union, this aircraft has been manufactured in huge numbers since the 1970s and is in service with over 50 nations. Numerous variants have been adopted by state militaries and mercenaries worldwide.
Based on the Mi-8 “HIP” fuselage, though more heavily armored, model Ds incorporate a tandem cockpit with a “double-bubble” canopy. Standard armament includes the Yak-B 12.7mm gatling gun and a 55mm missile pod. It is two squares wide and ten squares long. It provides three-quarters cover for its crew, and nine-tenths cover for its passengers.
CLONE TRAITS
A multirole attack/transport helicopter used by the Soviet Union, this aircraft has been manufactured in huge numbers since the 1970s and is in service with over 50 nations. Numerous variants have been adopted by state militaries and mercenaries worldwide.
Based on the Mi-8 “HIP” fuselage, though more heavily armored, model Ds incorporate a tandem cockpit with a “double-bubble” canopy. Standard armament includes the Yak-B 12.7mm gatling gun and a 55mm missile pod. It is two squares wide and ten squares long. It provides three-quarters cover for its crew, and nine-tenths cover for its passengers.
CLONE TRAITS
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