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Oh, I agree, but players tend to think in terms of combat efficiency. They generally avoid doing something purely because of aesthetics. While replicating the scene turn-by-turn in GURPS rules certainly isn't necessary, its almost anime-like theme of firearms being the extension of an individual's power (culminating in its logical conclusion - a martial arts duel with guns) is something one might want to recapture in his campaign. Engineering house rules that benefit the player for doing cool, normally implausible stunts is as important as picking and choosing which cinematic options to use.

E.g. in a JRPG-inspired fantasy campaign, our GM decreed that all melee combat skills gain a +3 retreating bonus, removed stance and footing penalties for Acrobatic Dodge, and extended the retreat distance to several yards. This made for fight scenes that could unfold in very weird environments, or even fight scenes that were simultaneously chase scenes, etc.

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Initially, it seemed that Magneto was hunting down Nazis because he wanted to avenge his mother's death and, well, because Nazis are evil. Later on, he becomes a fierce mutant-supremacist. What I wonder is this: does he ever meet human Jews that call him out on his tyrannical behavior?

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As one who frequents online fora, and has to deal with their finicky text editors, I have learned to frequently, unconsciously hit Ctrl-C while composing my long texts, in case the server crashes while posting, or whatever. Happened to me a million times (and I never, ever hyperbolize).

 

So Ctrl-V:

 

As one who frequents online fora, and has to deal with their finicky text editors, I have learned to frequently, unconsciously hit Ctrl-C while composing my long texts, in case the server crashes while posting, or whatever. Happened to me a million times (and I never, ever hyperbolize).

 

So Ctrl-V:

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CHOSEN OF LATHANDER
"Chosen of Lathander" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). A Chosen of Lathander uses the character's statistics and special abilities except as noted here. A Chosen of Lathander has its power at the will of Lathander, should the Morninglord decide to remove Chosen status from the character, it reverts back to its original abilities.

Special Qualities: A Chosen of Lathander retains all special qualities of the character and also gains the following.

Bonus Spells (Sp): Constant—Protection from Evil, Freedom of Movement, Comprehend Languages. At will—Dancing Lights, Protection from Law. 5/day-- 3/day—Flame Strike, Daylight. 1/day—Sunray.

Immunities (Ex): The Chosen of Lathander are immune to aging effects and do not physically age. Aging bonuses still accrue, and the Chosen still dies of old age when her time is up.

Disruption Weapon (Sp): Any weapon wielded by a Chosen of Lathander is treated as if the weapon had the Disruption weapon enhancement, including any weapon normally not able to have this enhancement.

Planar Ally (Sp): A Chosen of Lathander may summon a servant of Eilistraee as per the planar ally spell. He may use this ability a number of times per day equal to her Charisma modifier.

Abilities: Increase from the character as follows: Strength +2, Constitution +4, Wisdom +4, Charisma +2

Feats: Same as the character.

Climate/Terrain: Same as the character.
Organization: Same as the character.
Challenge Rating: Same as the character +4.
Alignment: Same as the character.
Treasure: Same as the character.
Advancement: Same as the character

 

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"Chosen of Lathander" is a template that can be added to any humanoid creature. A Chosen of Lathander uses the character's statistics and special abilities except as noted here. A Chosen of Lathander has its power at the will of Lathander, should the Morninglord decide to remove the Chosen status from the character, it reverts back to its original abilities.

Special Qualities: A Chosen of Lathander retains all special qualities of the character and also gains the following.

Bonus Spells (Sp): Constant—Protection from Evil, Endure Elements (fire, cold, electricity). At will—Detect Evil, Detect Undead. 3/day— Daylight, Searing Light, Holy Smite 1/day—Sunray, Sunburst. 1/week—Undeath’s Eternal Foe.

Immunities (Ex): The Chosen of Lathander are immune to aging effects and do not physically age, however, theChosen still dies of old age when her time is up. In addition, a Chosen of Lathander is immune to ability damage and level drain from any manner of attack from an undead creature.

Perpetual Light (Su/Sp): The light of Lathander shines constantly through his Chosen, as a result, a Chosen can see in the dark (darkvision 60ft.) and through any sort of darkness spell. Furthermore, a Chosen of Lathander can dispel any spell with the darkness descriptor as if she had cast greater dispel magic (use character level to determine level based effects).

Bane of Undead (Su): Any weapon wielded by a Chosen of Lathander is treated as if the weapon had the bane undead weapon enhancement, including any weapon normally not able to have this enhancement.

Superior Turning (Su): If the Chosen of Lathander does not posses the ability to turn undead she gains this ability and uses her character level to determine turning effects. Alternatively, if the Chosen of Lathander already posses the ability to turn undead, then the Chosen can turn undead as if 4 levels higher than she already is and uses her character level instead of class level to determine turning effects.

Renewal of Dawn (Su): Once a year, if a Chosen of Lathander dies due to unnatural causes (ex. being slain by an enemy or due to magical spells or effects), then the Chosen will be returned to life in the closest church of the Morninglord as if a true resurrection spell had been cast on him.

Abilities: Increase from the character as follows: Strength +2, Wisdom +4, Charisma +4

Feats: - Extra Turning (Player’s Handbook pg. 94)
Quicken Turning (Complete Divine, pg 84)

A Chosen of Lathander receives these feat even if they do not meet the prerequisites

Climate/Terrain: Same as the character.
Organization: Same as the character.
Challenge Rating: Same as the character +4.
Alignment: Same as the character.
Treasure: Same as the character.
Advancement: Same as the character

 

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http://community.wizards.com/forum/forgotten-realms/threads/895786

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Bureau of Metahuman Affairs (BMA)

Founded in 1966 the BMA was charged with the tracking of Metahuman development inside the US. Since their founding, the BMA’s charter has been expanded to include a national registry of Metahumans, defense litigation for registered Metahumans and Empowered Normals working under the Metahuman Crime Prevention Act (1984 MCPA), and prosecution of unregistered Metahumans who violate the 1984 MCPA.  

 

Almost from the beginning the BMA has been subject to accusations of abuse of power and corruption. The F-Board,  an online community for low level mutants there are countless posts about strong arm tactics and Metahumans targeted for some minor talent that was deemed a risk to national security. An infamous 2007 thread details harassment of a F-Board poster 2Locked a minor Ferrokinetic who had a talent for disarming locks. In November 2007, 2Locked, real name Jon Lancaster was arrested by the BMA for a suspected burglary of a BMA building. Despite evidence to the contrary the Ferrokinetic was sentenced to twenty five years in Black Mountain prison. Many F-Board posters continue to advocate 2Locked’s incarceration was designed as a test of his powers.       

 

The reality of the BMA is not black and white. they partner with Homeland Security and the NSA to identify high risk Metahuman targets. They have also pushed for both technological and scientific innovation to help combat super powered threats. The BMA’s Metahuman Advancement Program, MAP, helped to create a team of super soldiers comparable to Harbinger’s Nu-Men.

 

The BMA exists somewhere in the grey. Their actions often seem counter intuitive to someone on the outside and the details are not likely to be shared. They maintain incredible political power and a deep wealth of resources. Heroes may find themselves fighting alongside Paragon Troops one day and on the wrong side of a MAP rifle the next.    

 

Division M

Perhaps one of the least understood groups of the BMA, Division M appears to be an investigatory branch. Although, they have been known to directly interevent in hostile environments. One notable distinction, beyond the plain black suits is that Division M seems to be comprised entirely of Metahumans. Although, members of MAP are also Metahumans members of Division M seem to show a wider variance in powers implying they were recruited and not augmented by the BMA,

 

Division M Investigators

Members of Division M are exceptionally well trained, and in addition display a wide range of powers. However, this diversity is masked by plain suits, bland haircuts and characteristic sunglasses. The following Background Characters make up a three man team. When introducing Division M Investigators GMs should be ready to turn any Background Characters into fully developed Characters.    

 

Projector (Low Powered Super Agent + 3 Templates)   

Basic Roll: 6 + 2d6

Stamina 4

Defense Hidden Kevlar 10 Armor 6 Dice 3

Offense Energy Creation (Select an Element) 10 Dice 3 Range Long Damage 8 Wounds

Offense Energy Boxer 10 Dice 3 Damage 4 Wounds    

 

Protector (Low Powered Super Agent + 3 Templates)  

Basic Roll: 6 + 2d6

Stamina 8

Defense Unbreakable Skin 14 Armor 8 Dice 4

Offense Handgun 6 Dice 2 Range Short Damage 4 Wounds

Offense Super Brawler 10 Dice 3 Damage 6 Wounds   

Offense Grapple 10 Dice 4 Damage 0 Wounds Notes Any Actions taken by the target suffer a 5 point Penalty. Value includes Grapple Penalty.

Offense Crush 20 Dice 4 Damage 8 Wounds Notes Target must be Grappled

 

Provoker (Low Powered Super Agent + 3 Templates)  

Basic Roll: 6 + 2d6

Stamina 4

Defense Hidden Kevlar 10 Armor 6 Dice 3

Offense Handgun 6 Dice 2 Range Short Damage 4 Wounds

Offense Mind Wrack 10 Dice 3 Range Short Notes Close Area Meddling Power applies - 3 for 1 Turn.

Offense Psychic Hold 9 Dice 2 Range Short Damage 4 Wounds Notes Traps Target Psychically with an Armor 4 Stamina 2 Barrier   

 

Metahuman Advancement Program (MAP)

During the first invasion the BMA targeted humans with a known genetic potential for superhuman mutation. Using research salvaged from Zero Island and the Atlas Group the BMA initiated MAP, the Metahuman Advancement Program. Designed to create the ultimate Metasoldier. Map soldiers have been genetically reengineered to perform above human potential. There is speculation that the BMA keeps these troops in a cold storage sleep similar to RRX-001 the Red Juggernaut. To date this rumor has not been proven.

 

MAP Soldier (Classic Metasoldier + 4 Templates)

Genetically designed to be superior in every way MAP soldiers undergo intense psychological conditioning to ensure their loyalty. Since the First Invasion MAP has been out of the news and has become the BMAs dark ops team. MAP Soldiers are unremorseful and extremely dangerous.

Basic Roll: 9 + 2d6

Stamina 6

Defense 15 Armor 3 Dice 2

Offense M-16 Assault Rifle 15 Dice 3 Range Long Damage 12 Wounds

Offense MAP Combat Training 15 Dice 3 Damage 9 Wounds

Offense Power Punch 14 Dice 4 Damage 13 Wounds

     

Paragons, Troops (Classic Power Armor Police + 3 Templates)   

The Paragons make up the enforcement arm of the BMA.The latest iteration of Paragon Armor has removed many of the flaws seen in past generations. Able to be dispatched around the country in a moments notice the Paragon Troops assist local law enforcement in the apprehension and detention of Metahuman threats. Paragon armor is durable and equipped with both lethal and nonlethal systems. It is important to note that legally the FBI and specifically the MCPD are charged with Metahuman acquisition. Because of jurisdictional and legal conflicts members of the BMA are often on hand to deflect other law enforcement. The Paragons are perhaps one of the most notorious groups operating within the US. Rumors persist of those arrested never going to trial or being seen again.        

Basic Roll: 9 + 2d6

Stamina 12

Defense Paragon Armor 15 Armor 9 Dice 3  

Offense Plasma Cannons 15 Dice 3 Range Long Damage 12 Wounds

Offense Adhesion Pellets 15 Dice 3 Range Long Damage 6 Wounds Notes Traps Target in fast sealing adhesive with an Armor 4 Stamina 3 Barrier   

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