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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.

 

 

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

Are you insinuating that this entire block of formatted text happened to be sitting in your clipboard when you came across this thread, and all you did was hit Ctrl-V?

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Are you insinuating that this entire block of formatted text happened to be sitting in your clipboard when you came across this thread, and all you did was hit Ctrl-V?

 

Absolutely. I might not always use Ctrl+C, but I definitely right click and hit "Copy" on a daily basis...perhaps even multiple times per day.

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Turning to Tom, Franks paused considering the question.  

 

“Currently we have no intel on operators working under the names Warrens.” Pausing again, he looked to the briefings on the table. “There are the Warrens, a supposed underground district. After the rebuilding of Bay City began, large areas of the old city were covered over. The area was expected to flood. There have been reports for years of people living in these abandoned areas.  Local police do not patrol this area.” Franks looked down. His face expressionless as always. 

 

“There are a large number of unknown variables in scenario. Normally, I would not send anyone into a situation without more data. However, we know lives are not just at stake but literally thrown away.” Franks looked up and across the table. 

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Chimera

Religious cult, tech thieves, biomechanical terrors? This only scratches the surface of Chimera. Led by the Prophet Adam Pride and operating from their suborbital fortress Transunification it is hard to comprehend the motivations of Pride or the Chimera. The organization has changed radically since its first appearances in the 1970s.  

 

The modern Chimera have evolved into a strange techno cult whose doctrine espouse the ideal of forced human advancement at any cost. Originally tech thieves Chimera used stolen scientific data to push the field of cybernetics and human augmentation in the 70s and 80s. Today they blend their mastery of cybernetics with gene splicing science years ahead of any mainstream research.

 

For over two decades the world had thought Chimera was defeated. After the Sinking of the Transunification the organization simply disappeared.  It would turn out years later that what Chimera had been doing during this period was terrifying. Monitoring white papers and sending spies into scientific symposiums over the decades Chimera recruited like minded scientists tired of the shackles of ethics and safety.

 

The machine men of the 70s  were like a distant, pleasant, dream, compared to the nightmare army that landed on Zero Island in 2004. This was the first appearance of the modern Chimera. Mutated shock troops capable of spontaneous evolution as needed rushing from the mouths of gigantic dragon like creatures that seem to fuse beast and machine in a way that was impossible to separate where the organic began and the inorganic ended. These were not petty thieves or spies, but zealots in a new holy war for racial superiority.    

 

According to Chimeran propaganda, their leader, the Prophet Adam Pride, was created in 1998 using a team of researchers from around the world. Chimera claims that he is the ultimate example of genetic perfection taking the best traits from numerous animal species and that all other advancement comes from his wisdom. While Pride displays Ultrahuman abilities his true genetic heritage remains a mystery outside the inner circle of Chimera.

 

After the raising of the Transunification  it has become nearly impossible for security forces to predict when and where Chimera will strike. It seems that this new Chimera is as interested in its own propaganda as it is any decisive victories. Broadcasts from the Transunification can be found online showing some tortious experiment, or break through as if designed to both disgust and lure people to their cause at the same time.

 

Chimera Troops

The shock troops and foot soldiers of Chimera are terrifying, almost alien things. Speculation Around the Drifters is that they were genetically designed and only maintain a passing resemblance to humans.  As for the Slither Tanks, not even the world’s top scientists have been able to present solid theories as to how these monstrosities are created.

 

Drifter (Low Powered Mutant Shock Troops + 3 Templates)   

A fresh Shifter appears around six feet in height with a greenish-blue skin and four bisected eyes. When engaged in a battle some become shorter with condensed features and thick muscles giving them incredible fortitude. Their skin forms calcium deposits and bone spurs as they mutate. Others become wiry with vine like limbs, lithe and agile. In this state the Drifter seems to be able to exhale powerful pheromones that sap victim's strength. Other variations have been seen during engagements but these “Goblin” and “Elf” alterations seem to be the most common.    

Basic Roll: 6 + 2d6

Stamina 4

Defense Genetic Toughness 10 Armor 2 Dice 3

Offense Concussion Blaster 10 Dice 3 Range Long Damage 8 Wounds

Offense Claws 10 Dice 3 Damage 4 Wounds    

Drifting: After the first Turn of Combat a Drifter may spend 1 Turn to become a Goblin or Elf. This transformation requires 1 Turn.

 

Goblin Drift (Low Powered Mutant Shock Troops + 5 Templates)   

Basic Roll: 6 + 2d6

Stamina 8

Defense Calcified Skin Plates 14 Armor 6 Dice 3

Offense Concussion Blaster 10 Dice 3 Range Long Damage 8 Wounds

Offense Bone Spurs 10 Dice 3 Damage 6 Wounds    

 

Elf Drift (Low Powered Mutant Shock Troops + 5 Templates)

Basic Roll: 6 + 2d6

Stamina 4

Stealth 10 Dice 3

Defense Genetic Toughness 10 Armor 2 Dice 3

Offense Concussion Blaster 10 Dice 3 Range Long Damage 8 Wounds

Offense Claws 10 Dice 3 Damage 4 Wounds  

Offense Pheromones 10 Dice 3 Range Short Damage 4 Wounds Notes Defended by Mental and Fortune Characteristics.  

  

Tactics: Drifters are deployed in powers of 3. Rarely will fewer than 9 Drifters be used in an attack, or raid. Drifters make staggered shifts leaving only a third of the strike teams vulnerable. A team of 15 Drifters would Drift 5 at a time.

 

GM Note: Don’t be afraid to deploy Elf or Goblin Drifters for specific tasks. This represents a foreknowledge of the challenges they may face. For example: Breaking into a lab is not Goblin work, Chimera may send three Elves though. Also, be aware that without the time required for a shift Drifters are a far tougher challenge.  

 

Slither Tanks (High Powered Personnel Carrier + 5 Templates)

If the Drifters are to be considered Elves and Goblins then here there be dragons. The Slither tank is part APC and part reptile. Capable of spewing forth up to twenty four Drifters not to mention a bath of chemical fire the Slither Tank is a terror on the battle field. First seen on Zero Island  Slither Tanks have been reported with wings, or aquatic variations. How these aquatic variants are deployed from the Transunification remains a mystery.

Basic Roll: 12 + 2d6

Stamina 28

Defense Metallic Scales 8 Armor 12 Dice 3

Offense Fire Breath 20 Dice 3 Range Short Damage 16 Wounds

Offense Bite and Claws 20 Dice 3 Damage 12 Wounds    

Note Defense Value reduced by 20 due to size.

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