Showing posts with label guns. Show all posts
Showing posts with label guns. Show all posts
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Tuesday, May 14, 2019
Wednesday, July 4, 2018
Two of New Port City's Cyber Finest
d20 Modernized versions of the two main protagonists from Mamoru Oshii's adaptation of Ghost in the Shell, one of the truly greatest sci-fi films ever made!
Major MOTOKO KUSANAGI (circa Ghost in the Shell, AD 2029)
Female Human Unique Cyborg Strong Hero 1/Fast Hero 2/Dedicated Hero 2/Field Officer 6*/Tracer 5*; CR 16
Medium-size Humanoid (height 5’ 6”, weight 260 lb. [appears about 130 lb.]); Age mid-late 20s
* See Future
Init +7; Senses (core) Listen +6, Search +9, Spot +7; Senses (house) Listen/Spot +18, Search +17
Languages English, Japanese, Mandarin (speak only)
Defense 31, touch 28, flat-footed 26; Defensive Martial Arts, Dodge (+5 Dex, +13 class, +3 equip)
hp 89 (16 HD); Mas 18; DR 3/—
Fort +10, Ref +13, Will +10 (+2 vs. mind-affecting effects)
Action Points 13
Speed 40 ft.
Melee unarmed strike +19/+14/+9 (1d4+6 lethal/nonlethal, 19-20) or
Melee by weapon +19/+14/+9
Ranged CZ-100 autoloader +21/+16/+11 (2d6+5 ballistic, 20, 30 ft., S, 13 box) or
Ranged M22 carbine +21/+16/+11 (2d8+2 ballistic, 20, 70 ft., S/A, 50 box) or
Ranged by weapon +21/+16/+11
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +14; Grp +20
Atk Options Burst Fire, Kata Calculator (Offensive; +1 on weapon damage w/i 30 ft.), Point Blank Shot, Shot on the Run, Swift Strike +2d6, Tactical Expertise, Target Species (human; +2 on damage)
Special Qualities damage reduction 3/— (always suffers at least 1 point of damage), electricity vulnerability, immunities (disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below
Abilities Str 18 (14), Dex 20 (14), Con —/18 (14), Int 16 (15), Wis 15 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances her ghost, good, Public Security Section 9; Rep +5; San 65
Feats Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Combat Martial Arts, Combat Throw, Cybertaker (see Future), Defensive Martial Arts, Dodge, Drive-by-Attack, Gearhead, Improved Combat Martial Arts, Mobility, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Shot on the Run, Track, Urban Tracking (see Future), Weapon Finesse (autoloader)
Note: As a member of Section 9, Kusanagi receives the Armor Proficiency (light) feat for free.
Skills (core) Climb +10 (–2 w/armor), Computer Use +22, Demolitions +5, Diplomacy +9 (+2 after 1 min.), Disable Device +14, Drive +12, Gather Information +5, Hide +12 (+20 when using thermoptic-camouflage, -2 w/armor), Intimidate +6 (+2 after 1 min.), Investigate +11, Jump +23 (–2 w/armor), Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Listen +6, Move Silently +13 (–2 w/armor), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Search +9, Sense Motive +10 (+2 after 1 min.), Speak English, Speak Japanese, Speak Mandarin, Spot +7, Survival +8, Swim +9 (-23 due to cyber body, -26 w/equip also), Treat Injury +3, Tumble +16 (–2 w/armor)
Skills (house) Athletics +18 (–2 on Climb w/armor, +10 [+12 w/o armor] on Jump, -3 on Swim w/equip), Computer Use +22, Deduce +15 (+2 on Search), Demolitions +5, Disable Device +15, Drive +12, Gather Information +5, Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Perceive +18 (+2 on Sense Motive after 1 min.), Persuade +14 (+2 on Diplomacy, Intimidate after 1 min.), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Sneak +18 (+20 on Hide when using thermoptic-camouflage, –2 w/armor), Speak English, Speak Japanese, Speak Mandarin, Survival +8, Treat Injury +3, Tumble +16 (-2 w/armor)
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Dedicated Hero) Skill Emphasis (Disable Device)
Talents (Field Officer) August Leadership, Leadership, Tactical Expertise, Uncanny Survival
Talents (Tracer) Swift Strike +2d6, Target Species (human), Uncanny Stealth (full speed)
Starting Occupation Law Enforcement (Diplomacy as permanent class skill, +1 on Knowledge [tactics]; Combat Martial Arts)
Cybernetic Replacements Advanced Full-Body Prosthesis (w/artificial muscle & twitch fiber [see Cyberscape]; see below), Cyberbrain (includes mind screen & data archive [see Future]; see below)
Cybernetic Enhancements Feat Plexus (Acrobatic, Drive-by-Attack, Gearhead, Weapon Finesse), Initiative Implant, Jump Pistons, Kata Calculator (Offensive), Prosthetic Enhancer (4, both arms/legs), Skill Plexus (Computer Use, Demolitions, Disable Device, Search), Targeting Optics
Possessions (carried weight 19 lb.) fatigues (Section 9 urban issue; 3 lb.), CZ-100 (see Weapons Locker; 2 lb.), M22 (as “FN P90,” see Weapons Locker; 8 lb.), thermoptic-camouflage bodysuit (see below), blackout goggles (see Future Tech), bodycomp (incorporated into her advanced full-body prosthesis [unique]; see Future Tech), light combat armor (black, -2 check penalty, see Future; 6 lb.), various personal items
Wealth Bonus +12
New Cybernetic Replacement Advanced Full-Body Prosthesis (PL 8)
The recipient’s entire body, aside from its brain, is replaced with a cybernetic replica. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization.” Full-body prosthesis cannot be taken through elective surgery, but only in rare medical or emergency cases that warrant it. Cost and maintenance of the recipient’s body is prohibitive to only the most advanced and wealthy nations, corporations, or government agencies.
Benefit: Base installation includes advanced prosthetic arms and legs (see Future) with head and torso replacements (incorporating a modified organ replacement to match the recipient’s original body by use of integrated cybernetics and inobvious gadget mods, see Cyberscape). Upgraded models may include any number of torso enhancements (a trauma router and artificial muscle fibers and artificial twitch fibers of the +4 variety are preinstalled; see Cyberscape), including up to a total organ replacement, adding +4 to the PDC below for each. In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s effective Constitution score becomes 18 (when calculating cybernetic attachment limits, damage threshold, skills, saves, and other checks), though instead of receiving bonus hit points due to high Con, the body gains bonus hit points as a construct by size (small +5, medium +10, etc., plus an additional 150% of this bonus due to phenotype perfection in physiological design). She is immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect her human physiology or respiration, though she is still subject to critical hits. The recipient’s weight is doubled. If she should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
Drawback: The new body requires constant upkeep, with a DC 39 wealth check required at each new level to prevent cumulative negative levels from increasing, and weekly (1 full day minimum) lab visits to ensure integrated systems are working correctly and aging properly.
Type: External/Internal
Hardness/Hit Points: 10/30
Base Purchase DC: 49
Restriction: Restricted (+2)
New Cybernetic Replacement Cyberbrain (PL 8)
The recipient’s entire brain, save for encased gray matter and transistor matter from the recipient’s original body, is replaced with a cybernetic replica. The cyberbrain also warehouses all the subject’s collected knowledge and personality. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization,” though such instances are rare and almost never elective on the part of the recipient.
Benefit: Cyberbrains represent the highest in neural cyber tech. Base models incorporate a microcomputer (see Future), micro-aural communicator, and a neural computer link (both Cyberscape) through use of the integrated cybernetic devices gadget. Upgraded models may include a mindscreen implant and a data archive (see Future). In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
Type: Internal
Hardness/Hit Points: —/8
Base Purchase DC: 44 (52, for upgraded model)
Restriction: Restricted (+2)
New Gear Thermoptic-Camouflage (PL 8)
This nanotech engineered material of mimetic polycarbon renders the wearer invisible for a short period. Microsensors on the surface of the material detect surrounding imagery and project it on the opposite side, making the wearer appear as if they are not there. The material blends in with any background, and can be applied to a wide variety of surfaces, from land vehicles (up to gargantuan size), to cloaks, jackets, and skintight bodysuits (underneath which nothing else can be worn), with varying degrees of success.
The material is particularly sensitive, however, and may malfunction as a result of contact with adverse atmospheric interference (e.g. extreme acrobatic movement, rain, falling debris, etc.). Material covering a vehicle has a 50% chance of failing under such circumstances, material used in clothing 25%, and a skintight bodysuit fails only 5% of the time under the effects described above.
Activating or deactivating thermoptic-camouflage is a free action, and it functions for up to 1 minute (10 rounds) before exhausting its renewable energy cells, which recharge after 1 hour of no use. (In situations where the thermoptic-camouflage is not in motion, it will function for up to 1 hour before needing to be recharged.) Thermoptic-camouflage confers a +40 bonus on Hide checks if the object it covers is immobile, and a +20 bonus if the object is moving. Pinpointing the location of something that isn’t attempting to hide requires a Spot check (DC 40 if it is immobile or DC 20 if it is moving). Thermoptic-camouflage is light enough that it doesn't add appreciable weight to an object or person using it.
BATOU (circa Ghost in the Shell, AD 2029)
Male Human Cyborg Strong Hero 3/Soldier 6/SpecOp 3*/Tracer 3**; CR 15
Medium-size Humanoid (height 6’ 2”, weight 240 lb.); Age early 30s
* See Urban Arcana
** See Future
Init +3; Senses (core) Listen +5, Search +8, Spot +10; Senses (house) Listen/Spot +19, Search +9; Darkvision 60 ft.
Languages English, German (speak only), Japanese
Defense 26, touch 22, flat-footed 23; Defensive Martial Arts (+3 Dex, +9 class, +4 equip)
hp 134 (15 HD); Mas 18
Fort +13 (+4 vs hot/cold environments, suffocation/drowning, and see below), Ref +12, Will +7
Action Points 11
Speed 40 ft. (30 ft. w/armor)
Melee unarmed strike +18/+13/+8 (1d4+8 lethal/nonlethal, 19-20) or
Melee by weapon +18/+13/+8
Ranged Jericho 942 autoloader +18/+13/+8 (2d8+3 ballistic, 20, 30 ft., S, 9 box) or
Ranged ManPTDS +17/+12/+7 (10d8+1, 20, 80 ft., S, 8 int.) or
Ranged by weapon +17/+12/+7
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +13; Grp +18
Atk Options Burst Fire, Swift Strike +1d6, Tactical Aid, Target Species (human)
Special Qualities electricity vulnerability, immunities (blinding/light-effects, disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below
Abilities Str 20 (17), Dex 16, Con 18 (17), Int 13, Wis 14, Cha 9
'(-)' indicate original ability scores.
Allegiances Motoko Kusanagi, good, Public Security Section 9; Rep +5; San 58
Feats Advanced Firearms Proficiency, Armor Proficiency (light, medium), Athletic, Burst Fire, Combat Martial Arts, Cybertaker (see Future), Cybernetic Surgery, Defensive Martial Arts, Endurance, Exotic Firearms Proficiency (heavy machine guns), Exotic Firearms Proficiency (rocket launchers), Personal Firearms Proficiency, Oathbound (Motoko Kusanagi; see Future), Renown, Simple Weapons Proficiency, Stealthy, Surface Vehicle Operation (powerboat), Surgery, Track, Urban Tracking (see Future)
Note: As a member of Section 9, Batou receives the Armor Proficiency (medium) feat for free.
Skills (core) Climb +13 (-2 w/armor), Computer Use +4, Demolitions +8, Diplomacy +1, Drive +8, Hide +10 (+2 in at least one-quarter concealment, -2 w/armor), Handle Animal +0, Intimidate +4, Investigate +9, Jump +11 (-2 w/armor), Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +11, Knowledge (all others [cyberbrain]) +5, Listen +5, Move Silently +12 (-2 w/armor), Navigate +4, Read/Write English, Read/Write Japanese, Repair +2, Sense Motive +8, Speak English, Speak German, Speak Japanese, Spot +10, Survival +10, Swim +11 (-12 w/equip), Treat Injury +4
Skills (house) Athletics +16 (+1 [+3 w/o armor] on Climb, -2 on Jump w/armor, -12 on Swim w/equip), Computer Use +4, Deduce +9, Demolitions +8, Drive +8, Handle Animal +0, Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +12, Navigate +4, Perceive +19, Persuade +6, Read/Write English, Read/Write Japanese, Repair +2, Sneak +11 (+2 [+4 in at least one-quarter concealment] on Hide, +4 on Move Silently, -2 on Hide/Move Silently w/armor), Speak English, Speak German, Speak Japanese, Survival +10, Treat Injury +4
Talents (Strong Hero) Melee Smash, Improved Melee Smash
Talents (Soldier) Improved Critical (unarmed), Tactical Aid, Weapon Focus (autoloader), Weapon Specialization (autoloader)
Talents (SpecOp) Hunt and Evade, Night Mover, Specialist (weapons)
Talents (Tracer) Swift Strike +1d6, Target Species (human)
Starting Occupation Military (Drive as permanent class skill, +1 on Climb; Personal Firearms Proficiency)
Cybernetic Replacements Advanced Prosthetic Arm (2), Advanced Prosthetic Leg (2), Cyberbrain
Cybernetic Enhancements Anti-Flare Implants, Feat Plexus (Athletic, Endurance, Stealthy, Surgery), Internal Organ Replacement (see below), Nightvision Optics, Prosthetic Enhancer (4, both arms/legs), Targeting Optics, Telescopic Optics
Possessions (carried weight 62.5 lb.) casual outfit (street attire; 3 lb.), IMI “Jericho” 942 .50 AE (see Weapons Locker; 3.5 lb.), ManPTDS (see below; 48 lb.), medium combat armor (black, -2 check penalty, see Future; 8 lb.), various personal items
Wealth Bonus +13
New Weapon Heavy Man-Portable Tank Defense System (ManPTDS)
Damage: 10d8; Critical: 20; Type: —; Range: 80 ft.; ROF: S; Magazine: 8 int.; Size: L; Weight: 48 lb.; Purchase DC: 22; Res: Mil (+3)
This Progress Level 7 semi-automatic heavy weapon is used primarily for mobile armored vehicle defense, firing shells capable of penetrating tank skin. Its shells are designed to ignore 10 points of hardness belonging to a vehicle, building, or object. While it can be handled by a single person, the weapon is clumsy and the user may not move more than a single move action per round when wielding the ManPTDS. Reloading the ManPTDS after exhausting its 8-round magazine always requires 1 round. The weapon requires the Exotic Firearms Proficiency (rocket launchers) feat.
New Cybernetic Enhancement Internal Organ Replacement (PL 7)
The recipient’s major internal organs, excluding his brain, are replaced with cybernetic replicas.
Benefit: Due to the fact that, in part or as a whole, the recipient’s lungs, liver, kidneys, stomach, intestines, and even heart have been replaced with synthetic versions, he becomes immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect his human physiology or respiration, except for those that target the skin or other non-cybernetic parts of his body; he receives a +4 bonus against any such effects that target these areas. He is still subject to critical hits. If he should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
Type: Internal
Hardness/Hit Points: 0/6
Base Purchase DC: 29
Restriction: Restricted (+2)
Major MOTOKO KUSANAGI (circa Ghost in the Shell, AD 2029)Female Human Unique Cyborg Strong Hero 1/Fast Hero 2/Dedicated Hero 2/Field Officer 6*/Tracer 5*; CR 16
Medium-size Humanoid (height 5’ 6”, weight 260 lb. [appears about 130 lb.]); Age mid-late 20s
* See Future
Init +7; Senses (core) Listen +6, Search +9, Spot +7; Senses (house) Listen/Spot +18, Search +17
Languages English, Japanese, Mandarin (speak only)
Defense 31, touch 28, flat-footed 26; Defensive Martial Arts, Dodge (+5 Dex, +13 class, +3 equip)
hp 89 (16 HD); Mas 18; DR 3/—
Fort +10, Ref +13, Will +10 (+2 vs. mind-affecting effects)
Action Points 13
Speed 40 ft.
Melee unarmed strike +19/+14/+9 (1d4+6 lethal/nonlethal, 19-20) or
Melee by weapon +19/+14/+9
Ranged CZ-100 autoloader +21/+16/+11 (2d6+5 ballistic, 20, 30 ft., S, 13 box) or
Ranged M22 carbine +21/+16/+11 (2d8+2 ballistic, 20, 70 ft., S/A, 50 box) or
Ranged by weapon +21/+16/+11
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +14; Grp +20
Atk Options Burst Fire, Kata Calculator (Offensive; +1 on weapon damage w/i 30 ft.), Point Blank Shot, Shot on the Run, Swift Strike +2d6, Tactical Expertise, Target Species (human; +2 on damage)
Special Qualities damage reduction 3/— (always suffers at least 1 point of damage), electricity vulnerability, immunities (disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below
Abilities Str 18 (14), Dex 20 (14), Con —/18 (14), Int 16 (15), Wis 15 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances her ghost, good, Public Security Section 9; Rep +5; San 65
Feats Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Combat Martial Arts, Combat Throw, Cybertaker (see Future), Defensive Martial Arts, Dodge, Drive-by-Attack, Gearhead, Improved Combat Martial Arts, Mobility, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Shot on the Run, Track, Urban Tracking (see Future), Weapon Finesse (autoloader)
Note: As a member of Section 9, Kusanagi receives the Armor Proficiency (light) feat for free.
Skills (core) Climb +10 (–2 w/armor), Computer Use +22, Demolitions +5, Diplomacy +9 (+2 after 1 min.), Disable Device +14, Drive +12, Gather Information +5, Hide +12 (+20 when using thermoptic-camouflage, -2 w/armor), Intimidate +6 (+2 after 1 min.), Investigate +11, Jump +23 (–2 w/armor), Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Listen +6, Move Silently +13 (–2 w/armor), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Search +9, Sense Motive +10 (+2 after 1 min.), Speak English, Speak Japanese, Speak Mandarin, Spot +7, Survival +8, Swim +9 (-23 due to cyber body, -26 w/equip also), Treat Injury +3, Tumble +16 (–2 w/armor)
Skills (house) Athletics +18 (–2 on Climb w/armor, +10 [+12 w/o armor] on Jump, -3 on Swim w/equip), Computer Use +22, Deduce +15 (+2 on Search), Demolitions +5, Disable Device +15, Drive +12, Gather Information +5, Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Perceive +18 (+2 on Sense Motive after 1 min.), Persuade +14 (+2 on Diplomacy, Intimidate after 1 min.), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Sneak +18 (+20 on Hide when using thermoptic-camouflage, –2 w/armor), Speak English, Speak Japanese, Speak Mandarin, Survival +8, Treat Injury +3, Tumble +16 (-2 w/armor)
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Dedicated Hero) Skill Emphasis (Disable Device)
Talents (Field Officer) August Leadership, Leadership, Tactical Expertise, Uncanny Survival
Talents (Tracer) Swift Strike +2d6, Target Species (human), Uncanny Stealth (full speed)
Starting Occupation Law Enforcement (Diplomacy as permanent class skill, +1 on Knowledge [tactics]; Combat Martial Arts)
Cybernetic Replacements Advanced Full-Body Prosthesis (w/artificial muscle & twitch fiber [see Cyberscape]; see below), Cyberbrain (includes mind screen & data archive [see Future]; see below)
Cybernetic Enhancements Feat Plexus (Acrobatic, Drive-by-Attack, Gearhead, Weapon Finesse), Initiative Implant, Jump Pistons, Kata Calculator (Offensive), Prosthetic Enhancer (4, both arms/legs), Skill Plexus (Computer Use, Demolitions, Disable Device, Search), Targeting Optics
Possessions (carried weight 19 lb.) fatigues (Section 9 urban issue; 3 lb.), CZ-100 (see Weapons Locker; 2 lb.), M22 (as “FN P90,” see Weapons Locker; 8 lb.), thermoptic-camouflage bodysuit (see below), blackout goggles (see Future Tech), bodycomp (incorporated into her advanced full-body prosthesis [unique]; see Future Tech), light combat armor (black, -2 check penalty, see Future; 6 lb.), various personal items
Wealth Bonus +12
New Cybernetic Replacement Advanced Full-Body Prosthesis (PL 8)
The recipient’s entire body, aside from its brain, is replaced with a cybernetic replica. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization.” Full-body prosthesis cannot be taken through elective surgery, but only in rare medical or emergency cases that warrant it. Cost and maintenance of the recipient’s body is prohibitive to only the most advanced and wealthy nations, corporations, or government agencies.
Benefit: Base installation includes advanced prosthetic arms and legs (see Future) with head and torso replacements (incorporating a modified organ replacement to match the recipient’s original body by use of integrated cybernetics and inobvious gadget mods, see Cyberscape). Upgraded models may include any number of torso enhancements (a trauma router and artificial muscle fibers and artificial twitch fibers of the +4 variety are preinstalled; see Cyberscape), including up to a total organ replacement, adding +4 to the PDC below for each. In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s effective Constitution score becomes 18 (when calculating cybernetic attachment limits, damage threshold, skills, saves, and other checks), though instead of receiving bonus hit points due to high Con, the body gains bonus hit points as a construct by size (small +5, medium +10, etc., plus an additional 150% of this bonus due to phenotype perfection in physiological design). She is immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect her human physiology or respiration, though she is still subject to critical hits. The recipient’s weight is doubled. If she should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
Drawback: The new body requires constant upkeep, with a DC 39 wealth check required at each new level to prevent cumulative negative levels from increasing, and weekly (1 full day minimum) lab visits to ensure integrated systems are working correctly and aging properly.
Type: External/Internal
Hardness/Hit Points: 10/30
Base Purchase DC: 49
Restriction: Restricted (+2)
New Cybernetic Replacement Cyberbrain (PL 8)
The recipient’s entire brain, save for encased gray matter and transistor matter from the recipient’s original body, is replaced with a cybernetic replica. The cyberbrain also warehouses all the subject’s collected knowledge and personality. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization,” though such instances are rare and almost never elective on the part of the recipient.
Benefit: Cyberbrains represent the highest in neural cyber tech. Base models incorporate a microcomputer (see Future), micro-aural communicator, and a neural computer link (both Cyberscape) through use of the integrated cybernetic devices gadget. Upgraded models may include a mindscreen implant and a data archive (see Future). In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
Type: Internal
Hardness/Hit Points: —/8
Base Purchase DC: 44 (52, for upgraded model)
Restriction: Restricted (+2)
New Gear Thermoptic-Camouflage (PL 8)
This nanotech engineered material of mimetic polycarbon renders the wearer invisible for a short period. Microsensors on the surface of the material detect surrounding imagery and project it on the opposite side, making the wearer appear as if they are not there. The material blends in with any background, and can be applied to a wide variety of surfaces, from land vehicles (up to gargantuan size), to cloaks, jackets, and skintight bodysuits (underneath which nothing else can be worn), with varying degrees of success.
The material is particularly sensitive, however, and may malfunction as a result of contact with adverse atmospheric interference (e.g. extreme acrobatic movement, rain, falling debris, etc.). Material covering a vehicle has a 50% chance of failing under such circumstances, material used in clothing 25%, and a skintight bodysuit fails only 5% of the time under the effects described above.
Activating or deactivating thermoptic-camouflage is a free action, and it functions for up to 1 minute (10 rounds) before exhausting its renewable energy cells, which recharge after 1 hour of no use. (In situations where the thermoptic-camouflage is not in motion, it will function for up to 1 hour before needing to be recharged.) Thermoptic-camouflage confers a +40 bonus on Hide checks if the object it covers is immobile, and a +20 bonus if the object is moving. Pinpointing the location of something that isn’t attempting to hide requires a Spot check (DC 40 if it is immobile or DC 20 if it is moving). Thermoptic-camouflage is light enough that it doesn't add appreciable weight to an object or person using it.
BATOU (circa Ghost in the Shell, AD 2029)
Male Human Cyborg Strong Hero 3/Soldier 6/SpecOp 3*/Tracer 3**; CR 15
Medium-size Humanoid (height 6’ 2”, weight 240 lb.); Age early 30s
* See Urban Arcana
** See Future
Init +3; Senses (core) Listen +5, Search +8, Spot +10; Senses (house) Listen/Spot +19, Search +9; Darkvision 60 ft.
Languages English, German (speak only), Japanese
Defense 26, touch 22, flat-footed 23; Defensive Martial Arts (+3 Dex, +9 class, +4 equip)
hp 134 (15 HD); Mas 18
Fort +13 (+4 vs hot/cold environments, suffocation/drowning, and see below), Ref +12, Will +7
Action Points 11
Speed 40 ft. (30 ft. w/armor)
Melee unarmed strike +18/+13/+8 (1d4+8 lethal/nonlethal, 19-20) or
Melee by weapon +18/+13/+8
Ranged Jericho 942 autoloader +18/+13/+8 (2d8+3 ballistic, 20, 30 ft., S, 9 box) or
Ranged ManPTDS +17/+12/+7 (10d8+1, 20, 80 ft., S, 8 int.) or
Ranged by weapon +17/+12/+7
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +13; Grp +18
Atk Options Burst Fire, Swift Strike +1d6, Tactical Aid, Target Species (human)
Special Qualities electricity vulnerability, immunities (blinding/light-effects, disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below
Abilities Str 20 (17), Dex 16, Con 18 (17), Int 13, Wis 14, Cha 9
'(-)' indicate original ability scores.
Allegiances Motoko Kusanagi, good, Public Security Section 9; Rep +5; San 58
Feats Advanced Firearms Proficiency, Armor Proficiency (light, medium), Athletic, Burst Fire, Combat Martial Arts, Cybertaker (see Future), Cybernetic Surgery, Defensive Martial Arts, Endurance, Exotic Firearms Proficiency (heavy machine guns), Exotic Firearms Proficiency (rocket launchers), Personal Firearms Proficiency, Oathbound (Motoko Kusanagi; see Future), Renown, Simple Weapons Proficiency, Stealthy, Surface Vehicle Operation (powerboat), Surgery, Track, Urban Tracking (see Future)
Note: As a member of Section 9, Batou receives the Armor Proficiency (medium) feat for free.
Skills (core) Climb +13 (-2 w/armor), Computer Use +4, Demolitions +8, Diplomacy +1, Drive +8, Hide +10 (+2 in at least one-quarter concealment, -2 w/armor), Handle Animal +0, Intimidate +4, Investigate +9, Jump +11 (-2 w/armor), Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +11, Knowledge (all others [cyberbrain]) +5, Listen +5, Move Silently +12 (-2 w/armor), Navigate +4, Read/Write English, Read/Write Japanese, Repair +2, Sense Motive +8, Speak English, Speak German, Speak Japanese, Spot +10, Survival +10, Swim +11 (-12 w/equip), Treat Injury +4
Skills (house) Athletics +16 (+1 [+3 w/o armor] on Climb, -2 on Jump w/armor, -12 on Swim w/equip), Computer Use +4, Deduce +9, Demolitions +8, Drive +8, Handle Animal +0, Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +12, Navigate +4, Perceive +19, Persuade +6, Read/Write English, Read/Write Japanese, Repair +2, Sneak +11 (+2 [+4 in at least one-quarter concealment] on Hide, +4 on Move Silently, -2 on Hide/Move Silently w/armor), Speak English, Speak German, Speak Japanese, Survival +10, Treat Injury +4
Talents (Strong Hero) Melee Smash, Improved Melee Smash
Talents (Soldier) Improved Critical (unarmed), Tactical Aid, Weapon Focus (autoloader), Weapon Specialization (autoloader)
Talents (SpecOp) Hunt and Evade, Night Mover, Specialist (weapons)
Talents (Tracer) Swift Strike +1d6, Target Species (human)
Starting Occupation Military (Drive as permanent class skill, +1 on Climb; Personal Firearms Proficiency)
Cybernetic Replacements Advanced Prosthetic Arm (2), Advanced Prosthetic Leg (2), Cyberbrain
Cybernetic Enhancements Anti-Flare Implants, Feat Plexus (Athletic, Endurance, Stealthy, Surgery), Internal Organ Replacement (see below), Nightvision Optics, Prosthetic Enhancer (4, both arms/legs), Targeting Optics, Telescopic Optics
Possessions (carried weight 62.5 lb.) casual outfit (street attire; 3 lb.), IMI “Jericho” 942 .50 AE (see Weapons Locker; 3.5 lb.), ManPTDS (see below; 48 lb.), medium combat armor (black, -2 check penalty, see Future; 8 lb.), various personal items
Wealth Bonus +13
New Weapon Heavy Man-Portable Tank Defense System (ManPTDS)
Damage: 10d8; Critical: 20; Type: —; Range: 80 ft.; ROF: S; Magazine: 8 int.; Size: L; Weight: 48 lb.; Purchase DC: 22; Res: Mil (+3)
This Progress Level 7 semi-automatic heavy weapon is used primarily for mobile armored vehicle defense, firing shells capable of penetrating tank skin. Its shells are designed to ignore 10 points of hardness belonging to a vehicle, building, or object. While it can be handled by a single person, the weapon is clumsy and the user may not move more than a single move action per round when wielding the ManPTDS. Reloading the ManPTDS after exhausting its 8-round magazine always requires 1 round. The weapon requires the Exotic Firearms Proficiency (rocket launchers) feat.
New Cybernetic Enhancement Internal Organ Replacement (PL 7)
The recipient’s major internal organs, excluding his brain, are replaced with cybernetic replicas.
Benefit: Due to the fact that, in part or as a whole, the recipient’s lungs, liver, kidneys, stomach, intestines, and even heart have been replaced with synthetic versions, he becomes immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect his human physiology or respiration, except for those that target the skin or other non-cybernetic parts of his body; he receives a +4 bonus against any such effects that target these areas. He is still subject to critical hits. If he should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
Type: Internal
Hardness/Hit Points: 0/6
Base Purchase DC: 29
Restriction: Restricted (+2)
Monday, March 5, 2018
Tuesday, December 12, 2017
"Merry Christmas, Argyle."
Main character from one of my favorite Christmas flicks, d20-ized.
JOHN MCCLANE, Sr.
(circa Die Hard, 1988)
Male Human Strong Hero 1/Fast Hero 2/Tough Hero 3/Gunslinger 4; CR 10
Medium-size Humanoid (height 6’ 0”, weight 175 lb.); Age 33
Init +2; Senses (core) Listen +4, Search +6, Spot +1; Senses (house) Listen/Spot +9, Search +1
Languages English
Defense (core) 21, touch 21, flat-footed 19; Defense (house) 21, touch 14, flat-footed 19; Dodge (+2 Dex, +9 class)
hp 101 (10 HD); Mas 18
Fort +8, Ref +7, Will +4
Action Points 10
Speed 30 ft.
Melee unarmed strike +10/+5 (1d6+3 nonlethal, 20) or
Melee pistol whip +9 (1d4+3 bludgeoning, 20) or
Melee by weapon +9/+4
Ranged Beretta pistol +10/+5 (2d6+1 ballistic, 20, 40 ft., S, 15 box) or
Ranged MP5 +10/+5 (2d6+1 ballistic, 20, 50 ft., S/A, 30 box) or
Ranged by weapon +9/+4
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +7; Grp +10
Atk Options Close Combat Shot, Heroic Surge (3/day), Point Blank Shot, Shot on the Run
Special Qualities none
Abilities Str 14, Dex 14, Con 18 (17), Int 13, Wis 13, Cha 11
'(-)' indicate original ability scores.
Allegiances his family, justice, good, NYPD; Rep +2; San 55
Feats Brawl, Dodge, Heroic Surge, Mobility, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Shot on the Run, Vehicle Expert
Skills (core) Bluff +8, Climb +5, Demolitions +5, Drive +9, Intimidate +6, Jump +5, Knowledge (popular culture) +2, Knowledge (streetwise) +7, Listen +4, Move Silently +7, Pilot +2, Read/Write English, Speak English, Spot +6, Sleight of Hand +8, Swim +4, Tumble +8
Skills (house) Athletics +10, Demolitions +5, Drive +10, Knowledge (popular culture) +2, Knowledge (streetwise) +8, Perceive +9, Persuade +12, Pilot +2, Read/Write English, Sneak +13, Speak English, Tumble +8
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Tough Hero) Robust, Second Wind (7 hp, 4/day)
Talents (Gunslinger) Close Combat Shot, Defensive Position, Weapon Focus (autoloader)
Starting Occupation (Core) Law Enforcement (Listen as permanent class skill, +1 on Drive; Personal Firearms Proficiency)
Starting Occupation (House) Law Enforcement (Perceive as permanent class skill, +1 on Drive; Personal Firearms Proficiency)
Possessions (carried weight 12 lb.) casual outfit (2 lb.), Beretta 92F 9mm pistol (3 lb.), 9mm ammo clip (x3), mastercraft [+1] H&K MP5 9mm submachine gun (7 lb.)
Wealth Bonus +7
JOHN MCCLANE, Sr. (circa Die Hard, 1988)
Male Human Strong Hero 1/Fast Hero 2/Tough Hero 3/Gunslinger 4; CR 10
Medium-size Humanoid (height 6’ 0”, weight 175 lb.); Age 33
Init +2; Senses (core) Listen +4, Search +6, Spot +1; Senses (house) Listen/Spot +9, Search +1
Languages English
Defense (core) 21, touch 21, flat-footed 19; Defense (house) 21, touch 14, flat-footed 19; Dodge (+2 Dex, +9 class)
hp 101 (10 HD); Mas 18
Fort +8, Ref +7, Will +4
Action Points 10
Speed 30 ft.
Melee unarmed strike +10/+5 (1d6+3 nonlethal, 20) or
Melee pistol whip +9 (1d4+3 bludgeoning, 20) or
Melee by weapon +9/+4
Ranged Beretta pistol +10/+5 (2d6+1 ballistic, 20, 40 ft., S, 15 box) or
Ranged MP5 +10/+5 (2d6+1 ballistic, 20, 50 ft., S/A, 30 box) or
Ranged by weapon +9/+4
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +7; Grp +10
Atk Options Close Combat Shot, Heroic Surge (3/day), Point Blank Shot, Shot on the Run
Special Qualities none
Abilities Str 14, Dex 14, Con 18 (17), Int 13, Wis 13, Cha 11
'(-)' indicate original ability scores.
Allegiances his family, justice, good, NYPD; Rep +2; San 55
Feats Brawl, Dodge, Heroic Surge, Mobility, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Shot on the Run, Vehicle Expert
Skills (core) Bluff +8, Climb +5, Demolitions +5, Drive +9, Intimidate +6, Jump +5, Knowledge (popular culture) +2, Knowledge (streetwise) +7, Listen +4, Move Silently +7, Pilot +2, Read/Write English, Speak English, Spot +6, Sleight of Hand +8, Swim +4, Tumble +8
Skills (house) Athletics +10, Demolitions +5, Drive +10, Knowledge (popular culture) +2, Knowledge (streetwise) +8, Perceive +9, Persuade +12, Pilot +2, Read/Write English, Sneak +13, Speak English, Tumble +8
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Tough Hero) Robust, Second Wind (7 hp, 4/day)
Talents (Gunslinger) Close Combat Shot, Defensive Position, Weapon Focus (autoloader)
Starting Occupation (Core) Law Enforcement (Listen as permanent class skill, +1 on Drive; Personal Firearms Proficiency)
Starting Occupation (House) Law Enforcement (Perceive as permanent class skill, +1 on Drive; Personal Firearms Proficiency)
Possessions (carried weight 12 lb.) casual outfit (2 lb.), Beretta 92F 9mm pistol (3 lb.), 9mm ammo clip (x3), mastercraft [+1] H&K MP5 9mm submachine gun (7 lb.)
Wealth Bonus +7
Thursday, November 2, 2017
007
My d20 rendition of James Bond, hewing closer to Ian Fleming's original literary character (and perhaps even to Timothy Dalton's portrayal).
Royal Navy Commander JAMES BOND, CMG, RNVR ("007")
Male Human Legendary Strong Hero 2/Fast Hero 2/Smart Hero 1/Soldier 4/Infiltrator 7; CR 16; Medium Humanoid (height 6', weight 167 lb.); Age early 40s
Init +7; Senses (core) Listen +8, Search +8, Spot +9; Senses (house) Listen/Spot +14, Search +14
Languages English, French, German
Defense 26, touch 26, flat-footed 26; Defensive Martial Arts, Dodge (+3 Dex, +13 class)
hp 110 (16 HD); Mas 14
Fort +8, Ref +12, Will +6
Action Points 15
Speed 30 ft.
Melee unarmed strike +11/+6 (1d4+3 lethal/nonlethal, 20) or
Melee by weapon +11/+6
Ranged Walther PPK +14/+9 (2d4+3 ballistic, 20, 30 ft., S, 7 box) or
Ranged Walther PPK +12 (3d4+3, double tap) or
Ranged by weapon +12/+7
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +13
Atk Options Agile Riposte, Double Tap, Point Blank Shot
Special Qualities legend traits (1)
Abilities Str 15, Dex 16 (15), Con 14, Int 16 (14), Wis 14 (13), Cha 13
'(-)' indicate original ability scores.
Allegiances himself, MI6, good, justice, chaos; Rep +9; San 59
Feats Advanced Firearms Proficiency, Agile Riposte*, Armor Proficiency (light), Combat Martial Arts, Combat Throw, Defensive Martial Arts, Dodge, Double Tap, Educated (civics, history), Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Renown, Simple Weapons Proficiency, Vehicle Expert
* Bonus feats acquired from the Legend template.
Note: As a member of MI6, James receives the bonus feat Point Blank Shot as his membership perk.
Skills (core) Balance +8, Climb +7, Computer Use +4, Demolitions +8, Disable Device +9, Disguise +6, Drive +10, Escape Artist +10, Hide +11, Intimidate +11, Investigate +10, Jump +6, Knowledge (civics) +6, Knowledge (current events) +10, Knowledge (history) +8, Knowledge (streetwise) +12, Knowledge (tactics) +9, Knowledge (technology) +4, Listen +8, Move Silently +11, Navigate +4, Pilot +7, Read/Write English, Read/Write French, Read/Write German, Repair +4, Research +4, Ride +6, Search +8, Sleight of Hand +10, Speak English, Speak French, Speak German, Spot +8, Survival +5, Swim +9, Tumble +8
Skills (house) Athletics +16, Computer Use +4, Control +8, Deduce +14 (+1 on Investigate), Demolitions +8, Disable Device +11, Disguise +6, Drive +12, Escape Artist +11, Knowledge (civics) +6, Knowledge (current events) +11, Knowledge (history) +8, Knowledge (streetwise) +12, Knowledge (tactics) +10, Knowledge (technology) +4, Navigate +4, Perceive +14, Persuade +11, Pilot +7, Read/Write English, Read/Write French, Read/Write German, Repair +4, Research +4, Ride +6, Sneak +19 (+1 on Hide, Move Silently), Speak English, Speak French, Speak German, Survival +5, Tumble +9
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Smart Hero) Savant (Investigate)
Talents (Soldier) Weapon Focus (autoloader), Weapon Specialization (autoloader)
Talents (Infiltrator) Improved Evasion, Improvised Implements, Improvised Weapon Damage, Skill Mastery (Disable Device, Hide, Listen, Move Silently, Sleight of Hand, Spot), Sweep
Starting Occupation Military (+1 on Hide, Move Silently; Personal Firearms Proficiency)
Possessions (total weight 6.5 lb.) mastercraft [+1] Walther PPK (1 lb.), formal outfit (business suit w/tie; 4 lb.), custom Morland & Co gunmetal cigarette case (carries 50 high-nicotine cigarettes), holster (concealed carry; 0.5 lb.), suppressor (pistol; 1 lb.), various personal items
Wealth Bonus +13
Royal Navy Commander JAMES BOND, CMG, RNVR ("007") Male Human Legendary Strong Hero 2/Fast Hero 2/Smart Hero 1/Soldier 4/Infiltrator 7; CR 16; Medium Humanoid (height 6', weight 167 lb.); Age early 40s
Init +7; Senses (core) Listen +8, Search +8, Spot +9; Senses (house) Listen/Spot +14, Search +14
Languages English, French, German
Defense 26, touch 26, flat-footed 26; Defensive Martial Arts, Dodge (+3 Dex, +13 class)
hp 110 (16 HD); Mas 14
Fort +8, Ref +12, Will +6
Action Points 15
Speed 30 ft.
Melee unarmed strike +11/+6 (1d4+3 lethal/nonlethal, 20) or
Melee by weapon +11/+6
Ranged Walther PPK +14/+9 (2d4+3 ballistic, 20, 30 ft., S, 7 box) or
Ranged Walther PPK +12 (3d4+3, double tap) or
Ranged by weapon +12/+7
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +13
Atk Options Agile Riposte, Double Tap, Point Blank Shot
Special Qualities legend traits (1)
Abilities Str 15, Dex 16 (15), Con 14, Int 16 (14), Wis 14 (13), Cha 13
'(-)' indicate original ability scores.
Allegiances himself, MI6, good, justice, chaos; Rep +9; San 59
Feats Advanced Firearms Proficiency, Agile Riposte*, Armor Proficiency (light), Combat Martial Arts, Combat Throw, Defensive Martial Arts, Dodge, Double Tap, Educated (civics, history), Improved Initiative, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Renown, Simple Weapons Proficiency, Vehicle Expert
* Bonus feats acquired from the Legend template.
Note: As a member of MI6, James receives the bonus feat Point Blank Shot as his membership perk.
Skills (core) Balance +8, Climb +7, Computer Use +4, Demolitions +8, Disable Device +9, Disguise +6, Drive +10, Escape Artist +10, Hide +11, Intimidate +11, Investigate +10, Jump +6, Knowledge (civics) +6, Knowledge (current events) +10, Knowledge (history) +8, Knowledge (streetwise) +12, Knowledge (tactics) +9, Knowledge (technology) +4, Listen +8, Move Silently +11, Navigate +4, Pilot +7, Read/Write English, Read/Write French, Read/Write German, Repair +4, Research +4, Ride +6, Search +8, Sleight of Hand +10, Speak English, Speak French, Speak German, Spot +8, Survival +5, Swim +9, Tumble +8
Skills (house) Athletics +16, Computer Use +4, Control +8, Deduce +14 (+1 on Investigate), Demolitions +8, Disable Device +11, Disguise +6, Drive +12, Escape Artist +11, Knowledge (civics) +6, Knowledge (current events) +11, Knowledge (history) +8, Knowledge (streetwise) +12, Knowledge (tactics) +10, Knowledge (technology) +4, Navigate +4, Perceive +14, Persuade +11, Pilot +7, Read/Write English, Read/Write French, Read/Write German, Repair +4, Research +4, Ride +6, Sneak +19 (+1 on Hide, Move Silently), Speak English, Speak French, Speak German, Survival +5, Tumble +9
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Smart Hero) Savant (Investigate)
Talents (Soldier) Weapon Focus (autoloader), Weapon Specialization (autoloader)
Talents (Infiltrator) Improved Evasion, Improvised Implements, Improvised Weapon Damage, Skill Mastery (Disable Device, Hide, Listen, Move Silently, Sleight of Hand, Spot), Sweep
Starting Occupation Military (+1 on Hide, Move Silently; Personal Firearms Proficiency)
Possessions (total weight 6.5 lb.) mastercraft [+1] Walther PPK (1 lb.), formal outfit (business suit w/tie; 4 lb.), custom Morland & Co gunmetal cigarette case (carries 50 high-nicotine cigarettes), holster (concealed carry; 0.5 lb.), suppressor (pistol; 1 lb.), various personal items
Wealth Bonus +13
"Shaken not stirred." –Bond
Labels:
d20,
geek culture,
guns,
literature,
movies,
opinion,
rpg
Tuesday, October 17, 2017
The Wisdom of the Word
Heard the best sermon I've witnessed in quite a long while this past Sunday. Really struck a chord with me, especially considering the divisive times we live in. The Word is good. I feel the message it conveys in the passage below is so good right now. What a body of wisdom! We live in a ravenous consumer culture, and this cuts right to the heart of what we ought to consume, be it through our mouths, our eyes, our ears, or our hearts; be it concerning food, race, guns, or sex. Please, take some time in your daily walk to meditate on the words that follow, and may they take root in your life somehow.
1 Corinthians 8 (as taken from the NIV)
1 Now about food sacrificed to idols: We know that “We all possess knowledge.” But knowledge puffs up while love builds up. 2 Those who think they know something do not yet know as they ought to know. 3 But whoever loves God is known by God.
4 So then, about eating food sacrificed to idols: We know that “An idol is nothing at all in the world” and that “There is no God but one.” 5 For even if there are so-called gods, whether in heaven or on earth (as indeed there are many “gods” and many “lords”), 6 yet for us there is but one God, the Father, from whom all things came and for whom we live; and there is but one Lord, Jesus Christ, through whom all things came and through whom we live.
7 But not everyone possesses this knowledge. Some people are still so accustomed to idols that when they eat sacrificial food they think of it as having been sacrificed to a god, and since their conscience is weak, it is defiled. 8 But food does not bring us near to God; we are no worse if we do not eat, and no better if we do.
9 Be careful, however, that the exercise of your rights does not become a stumbling block to the weak. 10 For if someone with a weak conscience sees you, with all your knowledge, eating in an idol’s temple, won’t that person be emboldened to eat what is sacrificed to idols? 11 So this weak brother or sister, for whom Christ died, is destroyed by your knowledge. 12 When you sin against them in this way and wound their weak conscience, you sin against Christ. 13 Therefore, if what I eat causes my brother or sister to fall into sin, I will never eat meat again, so that I will not cause them to fall.
1 Corinthians 8 (as taken from the NIV)
1 Now about food sacrificed to idols: We know that “We all possess knowledge.” But knowledge puffs up while love builds up. 2 Those who think they know something do not yet know as they ought to know. 3 But whoever loves God is known by God.
4 So then, about eating food sacrificed to idols: We know that “An idol is nothing at all in the world” and that “There is no God but one.” 5 For even if there are so-called gods, whether in heaven or on earth (as indeed there are many “gods” and many “lords”), 6 yet for us there is but one God, the Father, from whom all things came and for whom we live; and there is but one Lord, Jesus Christ, through whom all things came and through whom we live.
7 But not everyone possesses this knowledge. Some people are still so accustomed to idols that when they eat sacrificial food they think of it as having been sacrificed to a god, and since their conscience is weak, it is defiled. 8 But food does not bring us near to God; we are no worse if we do not eat, and no better if we do.
9 Be careful, however, that the exercise of your rights does not become a stumbling block to the weak. 10 For if someone with a weak conscience sees you, with all your knowledge, eating in an idol’s temple, won’t that person be emboldened to eat what is sacrificed to idols? 11 So this weak brother or sister, for whom Christ died, is destroyed by your knowledge. 12 When you sin against them in this way and wound their weak conscience, you sin against Christ. 13 Therefore, if what I eat causes my brother or sister to fall into sin, I will never eat meat again, so that I will not cause them to fall.
Tuesday, October 3, 2017
Thursday, January 19, 2017
Thursday, November 17, 2016
Ripley
Another famous monster hunter featured in film, here she is d20ized.
Lieutenant First Class ELLEN LOUISE RIPLEY (circa Aliens, AD 2179)Female Human Fast Hero 1/Tough Hero 2/Dedicated Hero 2/Field Officer* 2; CR 7
Medium-size Humanoid (height 6’, weight 140 lb.); Age 30 (apparent), 87 (real, though no aging occurred due to time spent in hypersleep)
* See Future
Init +2; Senses (core) Listen +5, Search +1, Spot +4; Senses (house) Listen/Spot +8, Search +1
Languages English, Japanese (read/write only)
Defense (core) 20, touch 20, flat-footed 18; Defense (house) 20, touch 14, flat-footed 18; (+2 Dex, +8 class)
Init +2; Senses (core) Listen +5, Search +1, Spot +4; Senses (house) Listen/Spot +8, Search +1
Languages English, Japanese (read/write only)
Defense (core) 20, touch 20, flat-footed 18; Defense (house) 20, touch 14, flat-footed 18; (+2 Dex, +8 class)
hp 44 (7 HD); Mas 13
Fort +5, Ref +3, Will +7
Action Points 9
Speed 30 ft.
Melee unarmed strike +4 (1d3 nonlethal, 20) or
Melee by weapon +4
Ranged M41A pulse rifle +6 (2d8+1 ballistic, 20, 75 ft., S/A, 99 box) or
Ranged U1 grenade launcher +6 (5d6 fire/slashing, 20, 50 ft., S, 4 int.)
Ranged M240 incinerator unit +6 (3d6+2 fire, 20, 20 int.)
Ranged by weapon +6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +4; Grp +4
Atk Options Heroic Surge (2/day)
Special Qualities none
Abilities Str 11, Dex 14, Con 13, Int 13, Wis 14 (13), Cha 12
'(-)' indicate original ability scores.
Allegiances her daughter, herself, good, Weyland-Yutani; Rep +5; San 42
Note: Ripley suffers from PTSD and comorbid generalized anxiety disorder.
Feats Action Boost, Educated (physical sciences, technology), Heroic Surge, Renown, Personal Firearms Proficiency, Simple Weapons Proficiency, Starship Operation (heavy), Vehicle Expert
Flaws Night Terrors (Due to Ripley’s previous traumatizing experiences, she suffers horrifying nightmares concerning xenomorphs every night when she sleeps. Unless she makes a DC 20 Will save before waking up, Ripley awakens exhausted. Even if the save is successful, Ripley awakens fatigued. However, Ripley’s nightmares cease anytime she is actively working in a capacity that would knowingly place her in direct opposition of xenomorphs or their activities.)—Bonus feat: Action Boost
Skills (core) Computer Use +4, Diplomacy +7, Drive +7, Intimidate +4, Listen +5, Knowledge (physical sciences) +8, Knowledge (tactics) +7, Knowledge (technology) +7, Pilot +11, Read/Write English, Read/Write Japanese, Repair +4, Sense Motive +5, Speak English, Spot +4, Survival +4, Treat Injury +4
Skills (house) Computer Use +5, Drive +7, Knowledge (physical sciences) +8, Knowledge (tactics) +7, Knowledge (technology) +8, Perceive +8, Persuade +9, Pilot +11, Read/Write English, Read/Write Japanese, Repair +5, Speak English, Survival +4, Treat Injury +4
Talents (Fast Hero) Evasion
Talents (Tough Hero) Robust
Talents (Dedicated Hero) Skill Emphasis (Pilot)
Talents (Field Officer) Leadership, Uncanny Survival
Starting Occupation Technician (Computer Use, Repair as permanent class skills, +1 on Knowledge [technology])
Possessions (carried weight 19.5 lb.) casual outfit (shirt & coveralls w/jumper; 2 lb.), M41A pulse rifle (w/integrated under barrel pump action U1 grenade launcher that fires 4-round internal M38 High Explosive Armor Piercing grenades; see below; 11 lb.), M240 Incinerator Unit (see below; 6.5 lb.)
Wealth Bonus +7
NEW Weapon M41A Pulse Rifle
Damage: 2d8; Critical: 20; Type: Ballistic; Range: 75 ft.; ROF: S, A; Magazine: 99; Size: L; Weight: 11 lb.; Purchase DC: 20; Res: Mil (+3)
This Progress Level 7 assault rifle uses an electronic pulse action and rotating breech to fire, reducing muzzle climb during burst and automatic fire settings, and fires standard 10mm explosive-tipped caseless rounds. It fires This weapon has a four-round burst setting. When the Burst Fire feat is used, the M41A fires only four bullets instead of five, though the attack penalty (–4) and bonus damage dice (+2d6) remain the same.
NEW Weapon M240 Incinerator Unit
Damage: 3d6+2; Critical: 20; Type: Fire; Range: n/a (30 ft. max); ROF: 1; Magazine: 20 int.; Size: L; Weight: 6.5 lb.; Purchase DC: 18; Res: Mil (+3)
This carbine-style, napthal-fuel-fed flame unit is standard issue for squad and fireteam level ops undertaken by the United States Colonial Marine Corps. Incinerator units can be both backpack fed and cartridge fed. Follow the flamethrower rules on p.102 of the d20 Modern Core Rulebook regarding all else, except increase the backpack’s hit points by +1, and the damage dealt if the backpack were to rupture and explode by +2. Ignore the paragraph on backpack stats if the cartridge is used, but also reduce the incinerator’s magazine size to 10 int. Refilling the backpack or replacing the cartridge has a purchase DC of 12. This weapon is available only when Progress Level 7 equipment is available.
Fort +5, Ref +3, Will +7
Action Points 9
Speed 30 ft.
Melee unarmed strike +4 (1d3 nonlethal, 20) or
Melee by weapon +4
Ranged M41A pulse rifle +6 (2d8+1 ballistic, 20, 75 ft., S/A, 99 box) or
Ranged U1 grenade launcher +6 (5d6 fire/slashing, 20, 50 ft., S, 4 int.)
Ranged M240 incinerator unit +6 (3d6+2 fire, 20, 20 int.)
Ranged by weapon +6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +4; Grp +4
Atk Options Heroic Surge (2/day)
Special Qualities none
Abilities Str 11, Dex 14, Con 13, Int 13, Wis 14 (13), Cha 12
'(-)' indicate original ability scores.
Allegiances her daughter, herself, good, Weyland-Yutani; Rep +5; San 42
Note: Ripley suffers from PTSD and comorbid generalized anxiety disorder.
Feats Action Boost, Educated (physical sciences, technology), Heroic Surge, Renown, Personal Firearms Proficiency, Simple Weapons Proficiency, Starship Operation (heavy), Vehicle Expert
Flaws Night Terrors (Due to Ripley’s previous traumatizing experiences, she suffers horrifying nightmares concerning xenomorphs every night when she sleeps. Unless she makes a DC 20 Will save before waking up, Ripley awakens exhausted. Even if the save is successful, Ripley awakens fatigued. However, Ripley’s nightmares cease anytime she is actively working in a capacity that would knowingly place her in direct opposition of xenomorphs or their activities.)—Bonus feat: Action Boost
Skills (core) Computer Use +4, Diplomacy +7, Drive +7, Intimidate +4, Listen +5, Knowledge (physical sciences) +8, Knowledge (tactics) +7, Knowledge (technology) +7, Pilot +11, Read/Write English, Read/Write Japanese, Repair +4, Sense Motive +5, Speak English, Spot +4, Survival +4, Treat Injury +4
Skills (house) Computer Use +5, Drive +7, Knowledge (physical sciences) +8, Knowledge (tactics) +7, Knowledge (technology) +8, Perceive +8, Persuade +9, Pilot +11, Read/Write English, Read/Write Japanese, Repair +5, Speak English, Survival +4, Treat Injury +4
Talents (Fast Hero) Evasion
Talents (Tough Hero) Robust
Talents (Dedicated Hero) Skill Emphasis (Pilot)
Talents (Field Officer) Leadership, Uncanny Survival
Starting Occupation Technician (Computer Use, Repair as permanent class skills, +1 on Knowledge [technology])
Possessions (carried weight 19.5 lb.) casual outfit (shirt & coveralls w/jumper; 2 lb.), M41A pulse rifle (w/integrated under barrel pump action U1 grenade launcher that fires 4-round internal M38 High Explosive Armor Piercing grenades; see below; 11 lb.), M240 Incinerator Unit (see below; 6.5 lb.)
Wealth Bonus +7
NEW Weapon M41A Pulse Rifle
Damage: 2d8; Critical: 20; Type: Ballistic; Range: 75 ft.; ROF: S, A; Magazine: 99; Size: L; Weight: 11 lb.; Purchase DC: 20; Res: Mil (+3)
This Progress Level 7 assault rifle uses an electronic pulse action and rotating breech to fire, reducing muzzle climb during burst and automatic fire settings, and fires standard 10mm explosive-tipped caseless rounds. It fires This weapon has a four-round burst setting. When the Burst Fire feat is used, the M41A fires only four bullets instead of five, though the attack penalty (–4) and bonus damage dice (+2d6) remain the same.
NEW Weapon M240 Incinerator Unit
Damage: 3d6+2; Critical: 20; Type: Fire; Range: n/a (30 ft. max); ROF: 1; Magazine: 20 int.; Size: L; Weight: 6.5 lb.; Purchase DC: 18; Res: Mil (+3)
This carbine-style, napthal-fuel-fed flame unit is standard issue for squad and fireteam level ops undertaken by the United States Colonial Marine Corps. Incinerator units can be both backpack fed and cartridge fed. Follow the flamethrower rules on p.102 of the d20 Modern Core Rulebook regarding all else, except increase the backpack’s hit points by +1, and the damage dealt if the backpack were to rupture and explode by +2. Ignore the paragraph on backpack stats if the cartridge is used, but also reduce the incinerator’s magazine size to 10 int. Refilling the backpack or replacing the cartridge has a purchase DC of 12. This weapon is available only when Progress Level 7 equipment is available.
Saturday, September 3, 2016
Brothers in Arms in Uncharted Lands
Nate and Sully have had each other's backs since Drake's Fortune. Now that the series is at a close (for now, anyway) with A Thief's End, I figure these two popular characters are due their d20 treatment.
NATHAN “NATE” DRAKE (born MORGAN)
(circa Uncharted 2: Among Thieves)
Male Human Strong Hero 1/Fast Hero 2/Smart Hero 1/Dedicated Hero 5/Relic Seeker 4; CR 13
Medium Humanoid (height 5' 11", weight 178 lb.); Age 32
Init +3; Senses (core) Listen +7, Search +6, Spot +7; Senses (house) Listen/Spot +15, Search +15
Languages English, Latin (read/write only), Morse Code (read/write only), Spanish (speak only)
Defense (core) 24, touch 24, flat-footed 24; Defense (house) 24, touch 15, flat-footed 24; Dodge (+3 Dex, +11 class)
hp 81 (13 HD); Mas 15
Fort +7, Ref +10, Will +9
Action Points 9
Speed 30 ft.
Melee unarmed strike +11/+6 (1d6+3 nonlethal, 20) or
Melee by weapon +10/+5 or
Ranged Beretta 92FS autoloader +11/+6 (2d6 ballistic, 20, 40 ft., S, 15 box) or
Ranged by weapon
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +8; Grp +11
Atk Options Point Blank Shot, Shot on the Run
Special Qualities none
Abilities Str 14, Dex 16 (15), Con 15, Int 14, Wis 16 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances the Drake name, his friends, good, treasure; Rep +4; San 65
Feats Athletic, Brawl, Dodge, Educated (Knowledge [arcane lore, history]), Mobility, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Shot on the Run, Studious, Surface Vehicle Operation (powerboat)
Skills (core) Balance +7, Bluff +8, Climb +15, Decipher Script +13, Disable Device +7, Drive +6, Hide +7, Investigate +5, Jump +8, Knowledge (arcane lore) +11, Knowledge (art) +7, Knowledge (history) +10, Knowledge (streetwise) +6, Listen +7 (+6 to avoid surprise), Move Silently +7, Navigate +5, Read/Write English, Read/Write Latin, Read/Write Morse Code, Research +8, Ride +4, Search +6, Sense Motive +7, Sleight of Hand +8, Speak English, Speak Spanish, Spot +7 (+6 to avoid surprise), Survival +7, Swim +9, Tumble +10
Skills (house) Athletics +18 (+2 on Climb, Swim), Control +7, Deduce +15 (+5 on Decipher Script), Disable Device +7, Drive +6, Escape Artist +7, Knowledge (arcane lore) +12, Knowledge (art) +7, Knowledge (history) +11, Knowledge (streetwise) +6, Navigate +5, Perceive +15 (+6 on Listen, Spot to avoid surprise), Persuade +10, Read/Write English, Read/Write Latin, Read/Write Morse Code, Research +8, Ride +4, Sneak +15, Speak English, Speak Spanish, Survival +7, Tumble +13
Talents (Strong Hero) Melee Smash
Talents (Fast hero) Evasion
Talents (Smart Hero) Savant (Knowledge [arcane lore])
Talents (Dedicated Hero) Aware, Cool Under Pressure (Climb, Escape Artist, Investigate, Jump, Search, Sleight of Hand), Skill Emphasis (Decipher Script)
Talents (Relic Seeker) Improved Evasion, Improvised Tools, Improvised Weapons, Uncanny Dodge 1
Starting Occupation (core) Adventurer (Bluff, Climb as permanent class skills; Brawl)
Starting Occupation (house) Adventurer (Athletics, Persuade as permanent class skills; Brawl)
Possessions (carried weight 5.5 lb.) Beretta 92FS Brigadier Inox (3 lb.), casual outfit (long-sleeve shirt & jeans; 2 lb.), concealed carry holster (shoulder; 0.5 lb.), various personal items
Wealth Bonus +13
VICTOR SULLIVAN “SULLY”
(circa Uncharted 2: Among Thieves)
Male Human Strong Hero 2/Fast Hero 1/Smart Hero 1/Charismatic Hero 4/Field Guide* 4; CR 12
Medium Humanoid (height 6' 1", weight 190 lb.); Age 57
* See Dark*Matter
Init +1; Senses (core) Listen +8, Search +2, Spot +8; Senses (house) Listen/Spot +14, Search +2
Languages English, Italian (speak only), Morse Code (read/write only), Spanish (speak only)
Defense (core) 19, touch 19, flat-footed 18; Defense (house) 19, touch 13, flat-footed 18; Dodge (+1 Dex, +8 class)
hp 64 (12 HD); Mas 13
Fort +9, Ref +6, Will +5
Action Points 10
Speed 30 ft.
Melee unarmed strike +10/+5 (1d6+2 nonlethal, 20) or
Melee by weapon +9/+4 or
Ranged S&W .44 revolver +9/+4 (2d8 ballistic, 20, 30 ft., S, 6 cyl.) or
Ranged by weapon +8/+3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +7; Grp +10
Atk Options Point Blank Shot
Special Qualities none
Abilities Str 14, Dex 13, Con 13 (14), Int 14 (13), Wis 15 (13), Cha 16 (15)
'(-)' indicate original ability scores.
Note: Sully has age penalties and bonuses due to middle age.
Allegiances his friends, treasure, good; Rep +5; San 60
Feats Aircraft Operation (heavy aircraft), Alertness, Brawl, Dodge, Guide, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Surface Vehicle Operation (powerboat), Trustworthy, Vehicle Expert, Weapon Focus (revolver)
Skills (core) Bluff +9, Climb +7, Demolitions +10, Diplomacy +15, Drive +7, Forgery +7, Gather Information +13, Hide +4, Jump +5, Knowledge (business) +6, Knowledge (current events) +6, Knowledge (streetwise) +5, Listen +8, Move Silently +4, Navigate +10, Pilot +7, Read/Write English, Read/Write Morse Code, Read/Write Spanish, Sense Motive +7, Speak English, Speak Italian, Speak Spanish, Spot +8, Survival +10, Swim +5
Skills (house) Athletics +11, Demolitions +10, Drive +7, Forgery +8, Gather Information +14, Knowledge (business) +6, Knowledge (current events) +7, Knowledge (streetwise) +7, Navigate +10, Perceive +12 (+2 on Listen, Spot), Persuade +18 (+2 on Diplomacy), Pilot +8, Read/Write English, Read/Write Morse Code, Read/Write Spanish, Sneak +7, Speak English, Speak Italian, Speak Spanish, Survival +10
Talents (Strong Hero) Extreme Effort
Talents (Fast hero) Evasion
Talents (Smart Hero) Savant (Navigate)
Talents (Charismatic Hero) Charm (females), Fast-Talk
Talents (Field Guide) Jury-Rig +2, Skill Mastery (Diplomacy, Gather Information, Navigate, Pilot, Sense Motive), Well Traveled
Starting Occupation Mercenary (Navigate, Survival as permanent class skills; Personal Firearms Proficiency)
Possessions (carried weight 6 lb.) Smith & Wesson Model 629 .44 Magnum (3 lb.), holster (hip; 1 lb.), casual outfit (collared embroidered tee & slacks; 2 lb.), cigars, various personal items
Wealth Bonus +14
NATHAN “NATE” DRAKE (born MORGAN) (circa Uncharted 2: Among Thieves)
Male Human Strong Hero 1/Fast Hero 2/Smart Hero 1/Dedicated Hero 5/Relic Seeker 4; CR 13
Medium Humanoid (height 5' 11", weight 178 lb.); Age 32
Init +3; Senses (core) Listen +7, Search +6, Spot +7; Senses (house) Listen/Spot +15, Search +15
Languages English, Latin (read/write only), Morse Code (read/write only), Spanish (speak only)
Defense (core) 24, touch 24, flat-footed 24; Defense (house) 24, touch 15, flat-footed 24; Dodge (+3 Dex, +11 class)
hp 81 (13 HD); Mas 15
Fort +7, Ref +10, Will +9
Action Points 9
Speed 30 ft.
Melee unarmed strike +11/+6 (1d6+3 nonlethal, 20) or
Melee by weapon +10/+5 or
Ranged Beretta 92FS autoloader +11/+6 (2d6 ballistic, 20, 40 ft., S, 15 box) or
Ranged by weapon
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +8; Grp +11
Atk Options Point Blank Shot, Shot on the Run
Special Qualities none
Abilities Str 14, Dex 16 (15), Con 15, Int 14, Wis 16 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances the Drake name, his friends, good, treasure; Rep +4; San 65
Feats Athletic, Brawl, Dodge, Educated (Knowledge [arcane lore, history]), Mobility, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Shot on the Run, Studious, Surface Vehicle Operation (powerboat)
Skills (core) Balance +7, Bluff +8, Climb +15, Decipher Script +13, Disable Device +7, Drive +6, Hide +7, Investigate +5, Jump +8, Knowledge (arcane lore) +11, Knowledge (art) +7, Knowledge (history) +10, Knowledge (streetwise) +6, Listen +7 (+6 to avoid surprise), Move Silently +7, Navigate +5, Read/Write English, Read/Write Latin, Read/Write Morse Code, Research +8, Ride +4, Search +6, Sense Motive +7, Sleight of Hand +8, Speak English, Speak Spanish, Spot +7 (+6 to avoid surprise), Survival +7, Swim +9, Tumble +10
Skills (house) Athletics +18 (+2 on Climb, Swim), Control +7, Deduce +15 (+5 on Decipher Script), Disable Device +7, Drive +6, Escape Artist +7, Knowledge (arcane lore) +12, Knowledge (art) +7, Knowledge (history) +11, Knowledge (streetwise) +6, Navigate +5, Perceive +15 (+6 on Listen, Spot to avoid surprise), Persuade +10, Read/Write English, Read/Write Latin, Read/Write Morse Code, Research +8, Ride +4, Sneak +15, Speak English, Speak Spanish, Survival +7, Tumble +13
Talents (Strong Hero) Melee Smash
Talents (Fast hero) Evasion
Talents (Smart Hero) Savant (Knowledge [arcane lore])
Talents (Dedicated Hero) Aware, Cool Under Pressure (Climb, Escape Artist, Investigate, Jump, Search, Sleight of Hand), Skill Emphasis (Decipher Script)
Talents (Relic Seeker) Improved Evasion, Improvised Tools, Improvised Weapons, Uncanny Dodge 1
Starting Occupation (core) Adventurer (Bluff, Climb as permanent class skills; Brawl)
Starting Occupation (house) Adventurer (Athletics, Persuade as permanent class skills; Brawl)
Possessions (carried weight 5.5 lb.) Beretta 92FS Brigadier Inox (3 lb.), casual outfit (long-sleeve shirt & jeans; 2 lb.), concealed carry holster (shoulder; 0.5 lb.), various personal items
Wealth Bonus +13
VICTOR SULLIVAN “SULLY”
(circa Uncharted 2: Among Thieves)
Male Human Strong Hero 2/Fast Hero 1/Smart Hero 1/Charismatic Hero 4/Field Guide* 4; CR 12
Medium Humanoid (height 6' 1", weight 190 lb.); Age 57
* See Dark*Matter
Init +1; Senses (core) Listen +8, Search +2, Spot +8; Senses (house) Listen/Spot +14, Search +2
Languages English, Italian (speak only), Morse Code (read/write only), Spanish (speak only)
Defense (core) 19, touch 19, flat-footed 18; Defense (house) 19, touch 13, flat-footed 18; Dodge (+1 Dex, +8 class)
hp 64 (12 HD); Mas 13
Fort +9, Ref +6, Will +5
Action Points 10
Speed 30 ft.
Melee unarmed strike +10/+5 (1d6+2 nonlethal, 20) or
Melee by weapon +9/+4 or
Ranged S&W .44 revolver +9/+4 (2d8 ballistic, 20, 30 ft., S, 6 cyl.) or
Ranged by weapon +8/+3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +7; Grp +10
Atk Options Point Blank Shot
Special Qualities none
Abilities Str 14, Dex 13, Con 13 (14), Int 14 (13), Wis 15 (13), Cha 16 (15)
'(-)' indicate original ability scores.
Note: Sully has age penalties and bonuses due to middle age.
Allegiances his friends, treasure, good; Rep +5; San 60
Feats Aircraft Operation (heavy aircraft), Alertness, Brawl, Dodge, Guide, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Surface Vehicle Operation (powerboat), Trustworthy, Vehicle Expert, Weapon Focus (revolver)
Skills (core) Bluff +9, Climb +7, Demolitions +10, Diplomacy +15, Drive +7, Forgery +7, Gather Information +13, Hide +4, Jump +5, Knowledge (business) +6, Knowledge (current events) +6, Knowledge (streetwise) +5, Listen +8, Move Silently +4, Navigate +10, Pilot +7, Read/Write English, Read/Write Morse Code, Read/Write Spanish, Sense Motive +7, Speak English, Speak Italian, Speak Spanish, Spot +8, Survival +10, Swim +5
Skills (house) Athletics +11, Demolitions +10, Drive +7, Forgery +8, Gather Information +14, Knowledge (business) +6, Knowledge (current events) +7, Knowledge (streetwise) +7, Navigate +10, Perceive +12 (+2 on Listen, Spot), Persuade +18 (+2 on Diplomacy), Pilot +8, Read/Write English, Read/Write Morse Code, Read/Write Spanish, Sneak +7, Speak English, Speak Italian, Speak Spanish, Survival +10
Talents (Strong Hero) Extreme Effort
Talents (Fast hero) Evasion
Talents (Smart Hero) Savant (Navigate)
Talents (Charismatic Hero) Charm (females), Fast-Talk
Talents (Field Guide) Jury-Rig +2, Skill Mastery (Diplomacy, Gather Information, Navigate, Pilot, Sense Motive), Well Traveled
Starting Occupation Mercenary (Navigate, Survival as permanent class skills; Personal Firearms Proficiency)
Possessions (carried weight 6 lb.) Smith & Wesson Model 629 .44 Magnum (3 lb.), holster (hip; 1 lb.), casual outfit (collared embroidered tee & slacks; 2 lb.), cigars, various personal items
Wealth Bonus +14
Labels:
d20,
geek culture,
guns,
opinion,
rpg,
video games
Monday, August 29, 2016
Hail to the king, baby!
ASHLEY “ASH” JOANNA WILLIAMS
(circa Army of Darkness)
Male Human Fast Ordinary 1/Charismatic Ordinary 1/Strong Hero 2/Fast Hero 1/Gunslinger 2/Shadow Slayer 4; CR 10; Medium Humanoid (height 6' 1", weight 176 lb.); Age 29
Init +2; Senses (core) Listen -1, Search +1, Spot +2; Senses (house) Listen/Spot +7, Search +1
Languages English
Defense (core) 20, touch 20, flat-footed 18; Defense (house) 20, touch 14, flat-footed 18; (+2 Dex, +8 class)
hp 71 (11 HD); Mas 14
Fort +7, Ref +9, Will +3
Action Points 8
Speed 30 ft.
Melee unarmed strike +10/+5 (1d6+2 nonlethal, 20) or
Melee chainsaw +9/+4 (3d6+2 slashing, 20) or
Melee by weapon +9/+4
Ranged sawed-off shotgun +12/+7 (2d8 ballistic, 20, 10 ft., S, 2 int.) or
Ranged by weapon +10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options Close Combat Shot, Heroic Surge (3/day), Point Blank Shot, Slayer Weapon
Init +2; Senses (core) Listen -1, Search +1, Spot +2; Senses (house) Listen/Spot +7, Search +1
Languages English
Defense (core) 20, touch 20, flat-footed 18; Defense (house) 20, touch 14, flat-footed 18; (+2 Dex, +8 class)
hp 71 (11 HD); Mas 14
Fort +7, Ref +9, Will +3
Action Points 8
Speed 30 ft.
Melee unarmed strike +10/+5 (1d6+2 nonlethal, 20) or
Melee chainsaw +9/+4 (3d6+2 slashing, 20) or
Melee by weapon +9/+4
Ranged sawed-off shotgun +12/+7 (2d8 ballistic, 20, 10 ft., S, 2 int.) or
Ranged by weapon +10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options Close Combat Shot, Heroic Surge (3/day), Point Blank Shot, Slayer Weapon
Special Qualities none
Abilities Str 13, Dex 15 (14), Con 14 (13), Int 12, Wis 8, Cha 12
'(-)' indicate original ability scores.
Allegiances himself, good, chaos; Rep +2; San 35
Note: Ash frequently exhibits antisocial and narcissistic behavior, and is prone to hallucinations at critical moments when under emotional duress.
Feats Archaic Weapons Proficiency, Brawl, Exotic Melee Weapon Proficiency (chainsaw), Heroic Surge, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency, Two-Weapon Fighting
Flaws Stump Hand (Ash has the use of only his left hand, which imposes a -4 penalty on all Climb, Disable Device, Drive, Sleight of Hand, and Tumble checks, and restricts his use to one-handed weapons and items only.)—Bonus Feat: Archaic Weapons Proficiency
Skills (core) Bluff +7, Climb +1*, Craft (chemical) +2, Craft (mechanical) +7, Drive +0*, Gather Information +2, Intimidate +8, Jump +5, Knowledge (arcane lore) +2, Knowledge (streetwise) +5, Move Silently +5, Read/Write English, Repair +5, Ride +4, Sense Motive +5*, Sleight of Hand +5, Speak English, Spot +2, Swim +4, Tumble +3*
Skills (house) Athletics +12 (-4 on Climb*), Craft (chemical) +2, Craft (mechanical) +7, Drive +0*, Gather Information +2, Knowledge (arcane lore) +2, Knowledge (streetwise) +5, Perceive +7, Persuade +14, Read/Write English, Repair +5, Ride +4, Sneak +12 (-4 on Sleight of Hand*), Speak English, Tumble +3*
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Gunslinger) Close Combat Shot, Weapon Focus (sawed-off shotgun)
Talents (Shadow Slayer) Detect Shadow, Shadow Immunity, Slayer Weapon
Starting Occupation Blue Collar (Craft [mechanical], Drive as permanent class skills, +1 on Repair)
Possessions (total weight 17 lb.) mastercraft [+1] Remington Arms 12-gauge sawed-off shotgun “Boomstick” (4 lb.), chainsaw (modified also to attach to wrist mount; 10 lb.), casual outfit (collared shirt & slacks; 2 lb.), holster (shoulder; 1 lb.), wrist mount (can attach equipment modified to mount on it; mounted equipment cannot be fumbled or dropped, and receives +5 against disarm attempts), mechanical right hand (scratch-built [malfunctions, becoming unusable until repaired, on attacks/checks that result in a natural 1 with that hand]; provides a +2 enhancement bonus on Str with that hand; *negates skill penalties [50% chance] and restrictions from his flaw, but still imposes a -1 penalty on attacks [other than unarmed strikes] and a -1 penalty on all Dex-based checks with that hand), foam green Oldsmobile Delta 88 (see below; w/following in trunk: 150-ft rope, gasoline tank, 2-liter plastic soda bottle, red basic mechanical tool kit, Chemistry 101 textbook, hand saw, Steam Power book, Fangoria magazine, shotgun shells [10], Dark Horse Presents Fifth Anniversary Special comic book), various personal items
Wealth Bonus +5
NEW Vehicle Oldsmobile Delta 88 (full-size sedan)
Crew: 1; Pass: 4; Cargo: 450 lb.; Init: –2; Man: –2; Speed: 245 (24); Def: 8; Hard: 5; hp: 36; Size: H; Purchase DC: 27; Res: Lic (+1)
The Delta 88 is a four-door with a Rocket V8 that, despite its size and weight, can achieve impressive speeds for a car of its time (debuted 1973). This Oldsmobile model comes in both 2- and 4-door designs and as a convertible. The Delta is 2 squares wide and 4 squares long.
“Groovy.” —Ash
Abilities Str 13, Dex 15 (14), Con 14 (13), Int 12, Wis 8, Cha 12
'(-)' indicate original ability scores.
Allegiances himself, good, chaos; Rep +2; San 35
Note: Ash frequently exhibits antisocial and narcissistic behavior, and is prone to hallucinations at critical moments when under emotional duress.
Feats Archaic Weapons Proficiency, Brawl, Exotic Melee Weapon Proficiency (chainsaw), Heroic Surge, Personal Firearms Proficiency, Point Blank Shot, Quick Reload, Simple Weapons Proficiency, Two-Weapon Fighting
Flaws Stump Hand (Ash has the use of only his left hand, which imposes a -4 penalty on all Climb, Disable Device, Drive, Sleight of Hand, and Tumble checks, and restricts his use to one-handed weapons and items only.)—Bonus Feat: Archaic Weapons Proficiency
Skills (core) Bluff +7, Climb +1*, Craft (chemical) +2, Craft (mechanical) +7, Drive +0*, Gather Information +2, Intimidate +8, Jump +5, Knowledge (arcane lore) +2, Knowledge (streetwise) +5, Move Silently +5, Read/Write English, Repair +5, Ride +4, Sense Motive +5*, Sleight of Hand +5, Speak English, Spot +2, Swim +4, Tumble +3*
Skills (house) Athletics +12 (-4 on Climb*), Craft (chemical) +2, Craft (mechanical) +7, Drive +0*, Gather Information +2, Knowledge (arcane lore) +2, Knowledge (streetwise) +5, Perceive +7, Persuade +14, Read/Write English, Repair +5, Ride +4, Sneak +12 (-4 on Sleight of Hand*), Speak English, Tumble +3*
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Gunslinger) Close Combat Shot, Weapon Focus (sawed-off shotgun)
Talents (Shadow Slayer) Detect Shadow, Shadow Immunity, Slayer Weapon
Starting Occupation Blue Collar (Craft [mechanical], Drive as permanent class skills, +1 on Repair)
Possessions (total weight 17 lb.) mastercraft [+1] Remington Arms 12-gauge sawed-off shotgun “Boomstick” (4 lb.), chainsaw (modified also to attach to wrist mount; 10 lb.), casual outfit (collared shirt & slacks; 2 lb.), holster (shoulder; 1 lb.), wrist mount (can attach equipment modified to mount on it; mounted equipment cannot be fumbled or dropped, and receives +5 against disarm attempts), mechanical right hand (scratch-built [malfunctions, becoming unusable until repaired, on attacks/checks that result in a natural 1 with that hand]; provides a +2 enhancement bonus on Str with that hand; *negates skill penalties [50% chance] and restrictions from his flaw, but still imposes a -1 penalty on attacks [other than unarmed strikes] and a -1 penalty on all Dex-based checks with that hand), foam green Oldsmobile Delta 88 (see below; w/following in trunk: 150-ft rope, gasoline tank, 2-liter plastic soda bottle, red basic mechanical tool kit, Chemistry 101 textbook, hand saw, Steam Power book, Fangoria magazine, shotgun shells [10], Dark Horse Presents Fifth Anniversary Special comic book), various personal items
Wealth Bonus +5
NEW Vehicle Oldsmobile Delta 88 (full-size sedan)
Crew: 1; Pass: 4; Cargo: 450 lb.; Init: –2; Man: –2; Speed: 245 (24); Def: 8; Hard: 5; hp: 36; Size: H; Purchase DC: 27; Res: Lic (+1)
The Delta 88 is a four-door with a Rocket V8 that, despite its size and weight, can achieve impressive speeds for a car of its time (debuted 1973). This Oldsmobile model comes in both 2- and 4-door designs and as a convertible. The Delta is 2 squares wide and 4 squares long.
“Groovy.” —Ash
Monday, June 20, 2016
In the News: "Finding Solace"
May we always strive to better ourselves find the light in times of tragedy.
Sunday, February 28, 2016
Mulder & Scully
In honor of their recent return to the small screen, here they are faithfully recreated during their prime in a RPG-style d20 spit and polish.
FBI Special Agent FOX WILLIAM “SPOOKY” MULDER
(circa Season 6, early 1999)
Male Human Legendary Fast Hero 1/Smart Hero 3/Dedicated Hero 2/Investigator 10; CR 16; LA +1; Medium Humanoid (height 6', weight 170 lb.); Age 37
Init +1; Senses (core) Listen +8, Search +11, Spot +7; Senses (house) Listen/Spot +20, Search +25
Languages English
Defense (core) 22, touch 22, flat-footed 21; Defense (house) 22, touch 16, flat-footed 21; (+1 Dex, +11 class)
hp 75 (16 HD); Mas 12
Fort +7, Ref +8, Will +9
Action Points 15
Speed 30 ft.
Melee unarmed strike +10/+5 (1d4+1 lethal/nonlethal, 20) or
Melee by weapon +10/+5
Ranged SIG-Sauer autoloader +10/+5 (2d6 ballistic, 20, 30 ft., S, 15 box) or
Ranged by weapon +10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Heroic Surge (4/day), Point Blank Shot
Special Qualities legend traits (2)
Abilities Str 12 (11), Dex 12 (11), Con 12, Int 17 (15), Wis 10, Cha 13
'(-)' indicate original ability scores.
Allegiances Dana Scully, the “truth,” good, his family, law, the FBI; Rep +9; San 50
Note: Due his FBI psychological training and the unique experience of working on the X-Files, Mulder gained a special +5 bonus on his Sanity as a membership perk, and he adds +1 to each die roll upon leveling up when regaining sanity.
Feats Armor Proficiency (light), Attentive, Cautious, Combat Martial Arts, Educated (arcane lore, behavioral sciences, civics, history), Heroic Surge*, Meticulous, Obscure Knowledge (see Past), Open-Minded (see Dark*Matter), Personal Firearms Proficiency, Point Blank Shot, Psionic Skills*, Renown, Simple Weapons Proficiency, Studious
* Bonus feats acquired from the Legend template.
Flaws Pyrophobia (Mulder’s fear of fire imposes a –2 penalty on all attack rolls, checks, and saves so long as any uncontrolled fire remains knowingly close to him. Every minute, he must succeed on a Will save DC 20 to remain near or move toward a wild fire that is within 30 feet of him. Failure means he must stay outside that range. If he is unable to stay outside the range, he suffers the cowering condition. Should he fail the Will save by 5+, he suffers the cowering condition. If he succeeds on the Will save by 10+, he may attempt to take direct action in any space where fire is present.)—Bonus feat: Cautious
Skills (core) Autohypnosis +6, Bluff +8 (+2 after 1 min. of study), Computer Use +8, Concentration +5, Decipher Script +11, Demolitions +5, Disable Device +12, Drive +3, Forgery +10, Gather Information +10, Hide +4, Intimidate +6 (+2 after 1 min. of study), Investigate +18, Knowledge (arcane lore) +14, Knowledge (behavioral sciences) +18, Knowledge (civics) +7, Knowledge (current events) +10, Knowledge (history) +13, Knowledge (popular culture) +7, Knowledge (streetwise) +11, Knowledge (theology and philosophy) +11, Listen +8, Move Silently +4, Psicraft +5, Read/Write English, Research +14, Search +11, Sense Motive +17 (+2 after 1 min. of study), Speak English, Spot +7, Treat Injury +2
Skills (house) Computer Use +9, Control +11, Deduce +25, Demolitions +5, Disable Device +13, Drive +4, Forgery +10, Gather Information +11, Knowledge (arcane lore) +15, Knowledge (behavioral sciences) +20, Knowledge (civics) +7, Knowledge (current events) +11, Knowledge (history) +14, Knowledge (popular culture) +7, Knowledge (streetwise) +12, Knowledge (theology and philosophy) +12, Perceive +20 (+2 on Sense Motive [+4 after 1 min. of study]), Persuade +14 (+2 on Bluff, Intimidate after 1 min. of study), Psicraft +5, Read/Write English, Research +16, Sneak +8, Speak English, Treat Injury +2
Talents (Fast Hero) Evasion
Talents (Smart Hero) Plan, Savant (Knowledge [behavioral sciences])
Talents (Dedicated Hero) Empathy
Talents (Investigator) Contact (low-level, mid-level, high-level), Discern Lie, Nonlethal Force, Profile, Sixth Sense
Starting Occupation Paranormalist (+1 on Knowledge [popular culture], Research; see Dark*Matter)
Possessions (total weight 8 lb.) business outfit (office suit w/overcoat; 6 lb.), SIG-Sauer P226 9mm (+2 on Sleight of Hand to conceal; 2 lb.), concealed carry holster (shoulder; 0.5 lb.), FBI badge, various personal items
Wealth Bonus +12
FBI Special Agent Dr. DANA KATHARINE SCULLY, MD
(circa Season 6, early 1999)
Female Human Legendary Fast Hero 1/Smart Hero 2/Dedicated Hero 2/Field Medic 5/Investigator 5; CR 15; LA +1; Medium Humanoid (height 5' 3", weight 115 lb.); Age 34
Init +1; Senses (core) Listen +10, Search +12, Spot +8; Senses (house) Listen/Spot +17, Search +20
Languages English
Defense 23, touch 23, flat-footed 22; Defensive Martial Arts (+1 Dex, +12 class)
hp 61 (15 HD); Mas 11
Fort +7, Ref +6, Will +12
Action Points 12
Speed 30 ft.
Melee unarmed strike +6/+1 (1d4–1 lethal/nonlethal, 20) or
Melee by weapon +6/+1
Ranged SIG-Sauer autoloader +8/+3 (2d6 ballistic, 20, 30 ft., S, 15 box) or
Ranged by weapon +8/+3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +7; Grp +6
Atk Options Heroic Surge (4/day), Point Blank Shot
Special Qualities legend traits (1)
Abilities Str 9, Dex 13, Con 11, Int 16 (15), Wis 14 (12), Cha 14
'(-)' indicate original ability scores.
Allegiances Fox Mulder, good, her family, law, the FBI, the “truth”; Rep +8; San 64
Note: Due her FBI psychological training and the unique experience of working on the X-Files, Scully gained a special +5 bonus on her Sanity as a membership perk, and she adds +1 to each die roll upon leveling up when regaining sanity.
Feats Armor Proficiency (light), Attentive, Combat Martial Arts, Educated (civics, earth and life sciences, history, physical sciences), Defensive Martial Arts, Heroic Surge*, Medical Expert, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Surgery, Trustworthy
* Bonus feat acquired from the Legend template.
Skills (core) Bluff +8 (+2 after 1 min. of study), Computer Use +8, Concentrate +5, Craft (pharmaceutical) +13, Craft (writing) +6, Diplomacy +10 (+2 after 1 min. of study), Disable Device +5, Drive +2, Gather Information +10, Hide +4, Intimidate +7 (+2 after 1 min. of study), Investigate +13, Knowledge (behavioral sciences) +10, Knowledge (civics) +9, Knowledge (current events) +7, Knowledge (earth and life sciences) +19, Knowledge (history) +8, Knowledge (physical sciences) +10, Knowledge (streetwise) +6, Knowledge (technology) +7, Knowledge (theology and philosophy) +7, Listen +10, Move Silently +5, Read/Write English, Research +13, Search +12, Sense Motive +12 (+2 after 1 min. of study), Speak English, Spot +8, Treat Injury +18
Skills (house) Computer Use +8, Control +5, Craft (pharmaceutical) +13, Craft (writing) +6, Deduce +18 (+2 on Investigate, Search), Disable Device +7, Drive +2, Gather Information +12, Knowledge (behavioral sciences) +10, Knowledge (civics) +9, Knowledge (current events) +9, Knowledge (earth and life sciences) +20, Knowledge (history) +8, Knowledge (physical sciences) +11, Knowledge (streetwise) +6, Knowledge (technology) +7, Knowledge (theology and philosophy) +7, Perceive +17 (+2 on Sense Motive [+4 after 1 min. of study]), Persuade +17 (+2 on Bluff, Intimidate after 1 min. of study, +2 on Diplomacy [+4 after 1 min. of study]), Read/Write English, Research +13, Sneak +8, Speak English, Treat Injury +19
Talents (Fast Hero) Evasion
Talents (Smart Hero) Savant (Knowledge [earth and life sciences])
Talents (Dedicated Hero) Empathy
Talents (Field Medic) Expert Healer, Medical Mastery, Medical Specialist +2
Talents (Investigator) Contact (low-level, mid-level), Nonlethal Force, Profile
Starting Occupation (core) Doctor (+1 on Search, Treat Injury as permanent class skill)
Starting Occupation (house) Doctor (+1 on Deduce, Treat Injury as permanent class skill)
Possessions (total weight 8 lb.) business outfit (office suit w/overcoat; 6 lb.), SIG-Sauer P226 9mm (+2 on Sleight of Hand to conceal; 2 lb.), concealed carry holster (shoulder; 0.5 lb.), FBI badge, various personal items
Wealth Bonus +14
FBI Special Agent FOX WILLIAM “SPOOKY” MULDER
(circa Season 6, early 1999)
Male Human Legendary Fast Hero 1/Smart Hero 3/Dedicated Hero 2/Investigator 10; CR 16; LA +1; Medium Humanoid (height 6', weight 170 lb.); Age 37
Init +1; Senses (core) Listen +8, Search +11, Spot +7; Senses (house) Listen/Spot +20, Search +25
Languages English
Defense (core) 22, touch 22, flat-footed 21; Defense (house) 22, touch 16, flat-footed 21; (+1 Dex, +11 class)
hp 75 (16 HD); Mas 12
Fort +7, Ref +8, Will +9
Action Points 15
Speed 30 ft.
Melee unarmed strike +10/+5 (1d4+1 lethal/nonlethal, 20) or
Melee by weapon +10/+5
Ranged SIG-Sauer autoloader +10/+5 (2d6 ballistic, 20, 30 ft., S, 15 box) or
Ranged by weapon +10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Heroic Surge (4/day), Point Blank Shot
Special Qualities legend traits (2)
Abilities Str 12 (11), Dex 12 (11), Con 12, Int 17 (15), Wis 10, Cha 13
'(-)' indicate original ability scores.
Allegiances Dana Scully, the “truth,” good, his family, law, the FBI; Rep +9; San 50
Note: Due his FBI psychological training and the unique experience of working on the X-Files, Mulder gained a special +5 bonus on his Sanity as a membership perk, and he adds +1 to each die roll upon leveling up when regaining sanity.
Feats Armor Proficiency (light), Attentive, Cautious, Combat Martial Arts, Educated (arcane lore, behavioral sciences, civics, history), Heroic Surge*, Meticulous, Obscure Knowledge (see Past), Open-Minded (see Dark*Matter), Personal Firearms Proficiency, Point Blank Shot, Psionic Skills*, Renown, Simple Weapons Proficiency, Studious
* Bonus feats acquired from the Legend template.
Flaws Pyrophobia (Mulder’s fear of fire imposes a –2 penalty on all attack rolls, checks, and saves so long as any uncontrolled fire remains knowingly close to him. Every minute, he must succeed on a Will save DC 20 to remain near or move toward a wild fire that is within 30 feet of him. Failure means he must stay outside that range. If he is unable to stay outside the range, he suffers the cowering condition. Should he fail the Will save by 5+, he suffers the cowering condition. If he succeeds on the Will save by 10+, he may attempt to take direct action in any space where fire is present.)—Bonus feat: Cautious
Skills (core) Autohypnosis +6, Bluff +8 (+2 after 1 min. of study), Computer Use +8, Concentration +5, Decipher Script +11, Demolitions +5, Disable Device +12, Drive +3, Forgery +10, Gather Information +10, Hide +4, Intimidate +6 (+2 after 1 min. of study), Investigate +18, Knowledge (arcane lore) +14, Knowledge (behavioral sciences) +18, Knowledge (civics) +7, Knowledge (current events) +10, Knowledge (history) +13, Knowledge (popular culture) +7, Knowledge (streetwise) +11, Knowledge (theology and philosophy) +11, Listen +8, Move Silently +4, Psicraft +5, Read/Write English, Research +14, Search +11, Sense Motive +17 (+2 after 1 min. of study), Speak English, Spot +7, Treat Injury +2
Skills (house) Computer Use +9, Control +11, Deduce +25, Demolitions +5, Disable Device +13, Drive +4, Forgery +10, Gather Information +11, Knowledge (arcane lore) +15, Knowledge (behavioral sciences) +20, Knowledge (civics) +7, Knowledge (current events) +11, Knowledge (history) +14, Knowledge (popular culture) +7, Knowledge (streetwise) +12, Knowledge (theology and philosophy) +12, Perceive +20 (+2 on Sense Motive [+4 after 1 min. of study]), Persuade +14 (+2 on Bluff, Intimidate after 1 min. of study), Psicraft +5, Read/Write English, Research +16, Sneak +8, Speak English, Treat Injury +2
Talents (Fast Hero) Evasion
Talents (Smart Hero) Plan, Savant (Knowledge [behavioral sciences])
Talents (Dedicated Hero) Empathy
Talents (Investigator) Contact (low-level, mid-level, high-level), Discern Lie, Nonlethal Force, Profile, Sixth Sense
Starting Occupation Paranormalist (+1 on Knowledge [popular culture], Research; see Dark*Matter)
Possessions (total weight 8 lb.) business outfit (office suit w/overcoat; 6 lb.), SIG-Sauer P226 9mm (+2 on Sleight of Hand to conceal; 2 lb.), concealed carry holster (shoulder; 0.5 lb.), FBI badge, various personal items
Wealth Bonus +12
FBI Special Agent Dr. DANA KATHARINE SCULLY, MD(circa Season 6, early 1999)
Female Human Legendary Fast Hero 1/Smart Hero 2/Dedicated Hero 2/Field Medic 5/Investigator 5; CR 15; LA +1; Medium Humanoid (height 5' 3", weight 115 lb.); Age 34
Init +1; Senses (core) Listen +10, Search +12, Spot +8; Senses (house) Listen/Spot +17, Search +20
Languages English
Defense 23, touch 23, flat-footed 22; Defensive Martial Arts (+1 Dex, +12 class)
hp 61 (15 HD); Mas 11
Fort +7, Ref +6, Will +12
Action Points 12
Speed 30 ft.
Melee unarmed strike +6/+1 (1d4–1 lethal/nonlethal, 20) or
Melee by weapon +6/+1
Ranged SIG-Sauer autoloader +8/+3 (2d6 ballistic, 20, 30 ft., S, 15 box) or
Ranged by weapon +8/+3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +7; Grp +6
Atk Options Heroic Surge (4/day), Point Blank Shot
Special Qualities legend traits (1)
Abilities Str 9, Dex 13, Con 11, Int 16 (15), Wis 14 (12), Cha 14
'(-)' indicate original ability scores.
Allegiances Fox Mulder, good, her family, law, the FBI, the “truth”; Rep +8; San 64
Note: Due her FBI psychological training and the unique experience of working on the X-Files, Scully gained a special +5 bonus on her Sanity as a membership perk, and she adds +1 to each die roll upon leveling up when regaining sanity.
Feats Armor Proficiency (light), Attentive, Combat Martial Arts, Educated (civics, earth and life sciences, history, physical sciences), Defensive Martial Arts, Heroic Surge*, Medical Expert, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Surgery, Trustworthy
* Bonus feat acquired from the Legend template.
Skills (core) Bluff +8 (+2 after 1 min. of study), Computer Use +8, Concentrate +5, Craft (pharmaceutical) +13, Craft (writing) +6, Diplomacy +10 (+2 after 1 min. of study), Disable Device +5, Drive +2, Gather Information +10, Hide +4, Intimidate +7 (+2 after 1 min. of study), Investigate +13, Knowledge (behavioral sciences) +10, Knowledge (civics) +9, Knowledge (current events) +7, Knowledge (earth and life sciences) +19, Knowledge (history) +8, Knowledge (physical sciences) +10, Knowledge (streetwise) +6, Knowledge (technology) +7, Knowledge (theology and philosophy) +7, Listen +10, Move Silently +5, Read/Write English, Research +13, Search +12, Sense Motive +12 (+2 after 1 min. of study), Speak English, Spot +8, Treat Injury +18
Skills (house) Computer Use +8, Control +5, Craft (pharmaceutical) +13, Craft (writing) +6, Deduce +18 (+2 on Investigate, Search), Disable Device +7, Drive +2, Gather Information +12, Knowledge (behavioral sciences) +10, Knowledge (civics) +9, Knowledge (current events) +9, Knowledge (earth and life sciences) +20, Knowledge (history) +8, Knowledge (physical sciences) +11, Knowledge (streetwise) +6, Knowledge (technology) +7, Knowledge (theology and philosophy) +7, Perceive +17 (+2 on Sense Motive [+4 after 1 min. of study]), Persuade +17 (+2 on Bluff, Intimidate after 1 min. of study, +2 on Diplomacy [+4 after 1 min. of study]), Read/Write English, Research +13, Sneak +8, Speak English, Treat Injury +19
Talents (Fast Hero) Evasion
Talents (Smart Hero) Savant (Knowledge [earth and life sciences])
Talents (Dedicated Hero) Empathy
Talents (Field Medic) Expert Healer, Medical Mastery, Medical Specialist +2
Talents (Investigator) Contact (low-level, mid-level), Nonlethal Force, Profile
Starting Occupation (core) Doctor (+1 on Search, Treat Injury as permanent class skill)
Starting Occupation (house) Doctor (+1 on Deduce, Treat Injury as permanent class skill)
Possessions (total weight 8 lb.) business outfit (office suit w/overcoat; 6 lb.), SIG-Sauer P226 9mm (+2 on Sleight of Hand to conceal; 2 lb.), concealed carry holster (shoulder; 0.5 lb.), FBI badge, various personal items
Wealth Bonus +14
Wednesday, October 7, 2015
In the News: "The Wrong to Bear Arms"
Get More: Comedy Central,Funny Videos,Funny TV Shows
Sunday, August 23, 2015
Red Hood
RED HOOD, JASON PETER TODD
Male Human Strong Hero 5/Fast Hero 3/Street Warrior 3/Gunslinger 5; CR 16
Medium-size Humanoid (height 6’, weight 200 lb.); Age mid 20s
Init +7; Senses (core) Listen +3, Search +2, Spot +4; Senses (house) Listen/Spot +10, Search +5
Languages English, French, German (speak only), Italian (speak only), Russian (speak only)
Defense 26, touch 25, flat-footed 26 (+3 Dex, +12 class, +1 equip); Defensive Martial Arts
hp 131 (16 HD); Mas 16
Fort +11, Ref +10, Will +7
Action Points 12
Speed 30 ft.
Melee unarmed strike +17/+12/+7 (1d6+5 lethal/nonlethal, 20) or
Melee kris dagger +18/+13/+8 (1d6+5 piercing, 20/x3) or
Melee kris dagger +16/+11/+6 (1d6+5 piercing) and
Melee unarmed strike +15 (1d6+5 lethal/nonlethal, two-weapon) or
Melee by weapon +16/+11/+6
Ranged MAG 98 +18/+13/+8 (2d6 ballistic, 20, 30 ft., S, 20 box) or
Ranged MAG 98 +16/+16/+11/+6 (2d6, lightning shot) or
Ranged MAG 98 +16/+11/+6 (2d6) and
Ranged MAG 98 +16 (2d6, two-weapon) or
Ranged MAG 98 +14/+14/+9/+4 (2d6, lightning shot) and
Ranged MAG 98 +14 (2d6, two-weapon) or
Ranged by weapon +16/+11/+6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +13; Grp +17
Atk Options Close Combat Shot, Combat Expertise, Improved Feint, Lightning Shot, Streetfighting
Special Qualities mask traits
Abilities Str 16 (14), Dex 16 (15), Con 16, Int 14 (13), Wis 12, Cha 10
'(-)' indicate original ability scores.
Allegiances himself, justice, “the night,” Gotham City, chaos, the Bat Family; Rep +6 (+0 as Todd); San 25
Feats Advanced Firearms Proficiency, Brawl, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Exotic Melee Weapon Proficiency (kris dagger), Improved Feint, Improved Initiative, Personal Firearms Proficiency, Secret Identity (see Past), Simple Weapons Proficiency, Streetfighting, Two-Weapon Fighting, Weapon Focus (dagger)
Skills (core) Balance +8, Bluff +6 (+2 to feint), Climb +9, Computer Use +4, Demolitions +7, Disable Device +6, Disguise +5 (+10 to avoid ID), Drive +6, Hide +9, Intimidate +5, Investigate +5, Jump +7, Knowledge (current events) +4, Knowledge (streetwise) +8, Listen +3, Move Silently +8, Read/Write English, Read/Write French, Repair +5, Sense Motive +5, Sleight of Hand +9, Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Spot +4, Survival +4 (+4 in urban areas), Swim +7, Tumble +9
Skills (house) Athletics +15, Computer Use +4, Control +8, Deduce +5, Demolitions +8, Disable Device +6, Disguise +5 (+10 to avoid ID), Drive +6, Knowledge (current events) +5, Knowledge (streetwise) +10, Perceive +10, Persuade +11 (+2 on Bluff to feint), Read/Write English, Read/Write French, Repair +5, Sneak +17, Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Survival +5 (+4 in urban areas), Tumble +9
Talents (Strong) Improved Melee Smash, Melee Smash
Talents (Fast) Evasion, Uncanny Dodge 1
Talents (Street Warrior) Improvised Weapons, Urban Survival
Talents (Gunslinger) Close Combat Shot, Defensive Position, Lightning Shot, Weapon Focus (ZML MAG)
Starting Occupation Drifter (Bluff, Disable Device, Disguise as permanent class skills; see Future)
Possessions (carried weight 11.5 lb.) casual outfit (street; 2 lb.), leather jacket (4 lb.), 2 ZML MAG 98s (9mm; see Weapons Locker; 2 lb. each), kris dagger (mastercraft [+1]; 1.5 lb.), various personal items
Wealth Bonus +10 (though sponsored by Talia al-Ghûl)
NEW Weapon Kris Dagger
This asymmetrical long dagger features a distinctive S-shape blade pattern of iron and nickelous iron, and is strongly associated with the Indonesian and Malaysian cultures among whom it was first made and used. The kris deals 1d6 base damage, threatens critical hits on a natural 20 and inflicts x3 damage, but cannot be thrown. It weighs 1.5 lb. and has a purchase DC of 9.
Medium-size Humanoid (height 6’, weight 200 lb.); Age mid 20s
Init +7; Senses (core) Listen +3, Search +2, Spot +4; Senses (house) Listen/Spot +10, Search +5
Languages English, French, German (speak only), Italian (speak only), Russian (speak only)
Defense 26, touch 25, flat-footed 26 (+3 Dex, +12 class, +1 equip); Defensive Martial Arts
hp 131 (16 HD); Mas 16
Fort +11, Ref +10, Will +7
Action Points 12
Speed 30 ft.
Melee unarmed strike +17/+12/+7 (1d6+5 lethal/nonlethal, 20) or
Melee kris dagger +18/+13/+8 (1d6+5 piercing, 20/x3) or
Melee kris dagger +16/+11/+6 (1d6+5 piercing) and
Melee unarmed strike +15 (1d6+5 lethal/nonlethal, two-weapon) or
Melee by weapon +16/+11/+6
Ranged MAG 98 +18/+13/+8 (2d6 ballistic, 20, 30 ft., S, 20 box) or
Ranged MAG 98 +16/+16/+11/+6 (2d6, lightning shot) or
Ranged MAG 98 +16/+11/+6 (2d6) and
Ranged MAG 98 +16 (2d6, two-weapon) or
Ranged MAG 98 +14/+14/+9/+4 (2d6, lightning shot) and
Ranged MAG 98 +14 (2d6, two-weapon) or
Ranged by weapon +16/+11/+6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +13; Grp +17
Atk Options Close Combat Shot, Combat Expertise, Improved Feint, Lightning Shot, Streetfighting
Special Qualities mask traits
Abilities Str 16 (14), Dex 16 (15), Con 16, Int 14 (13), Wis 12, Cha 10
'(-)' indicate original ability scores.
Allegiances himself, justice, “the night,” Gotham City, chaos, the Bat Family; Rep +6 (+0 as Todd); San 25
Feats Advanced Firearms Proficiency, Brawl, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Exotic Melee Weapon Proficiency (kris dagger), Improved Feint, Improved Initiative, Personal Firearms Proficiency, Secret Identity (see Past), Simple Weapons Proficiency, Streetfighting, Two-Weapon Fighting, Weapon Focus (dagger)
Skills (core) Balance +8, Bluff +6 (+2 to feint), Climb +9, Computer Use +4, Demolitions +7, Disable Device +6, Disguise +5 (+10 to avoid ID), Drive +6, Hide +9, Intimidate +5, Investigate +5, Jump +7, Knowledge (current events) +4, Knowledge (streetwise) +8, Listen +3, Move Silently +8, Read/Write English, Read/Write French, Repair +5, Sense Motive +5, Sleight of Hand +9, Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Spot +4, Survival +4 (+4 in urban areas), Swim +7, Tumble +9
Skills (house) Athletics +15, Computer Use +4, Control +8, Deduce +5, Demolitions +8, Disable Device +6, Disguise +5 (+10 to avoid ID), Drive +6, Knowledge (current events) +5, Knowledge (streetwise) +10, Perceive +10, Persuade +11 (+2 on Bluff to feint), Read/Write English, Read/Write French, Repair +5, Sneak +17, Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Survival +5 (+4 in urban areas), Tumble +9
Talents (Strong) Improved Melee Smash, Melee Smash
Talents (Fast) Evasion, Uncanny Dodge 1
Talents (Street Warrior) Improvised Weapons, Urban Survival
Talents (Gunslinger) Close Combat Shot, Defensive Position, Lightning Shot, Weapon Focus (ZML MAG)
Starting Occupation Drifter (Bluff, Disable Device, Disguise as permanent class skills; see Future)
Possessions (carried weight 11.5 lb.) casual outfit (street; 2 lb.), leather jacket (4 lb.), 2 ZML MAG 98s (9mm; see Weapons Locker; 2 lb. each), kris dagger (mastercraft [+1]; 1.5 lb.), various personal items
Wealth Bonus +10 (though sponsored by Talia al-Ghûl)
NEW Weapon Kris Dagger
This asymmetrical long dagger features a distinctive S-shape blade pattern of iron and nickelous iron, and is strongly associated with the Indonesian and Malaysian cultures among whom it was first made and used. The kris deals 1d6 base damage, threatens critical hits on a natural 20 and inflicts x3 damage, but cannot be thrown. It weighs 1.5 lb. and has a purchase DC of 9.
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