D20Future - BUGHUNTERS MOREAU





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  1. #1

    D20Future - BUGHUNTERS MOREAU

    UTRPF (United Terra Reconnaissance and Peacekeeping Force) was established as an elite paramilitary force dedicated to the preservation of human life and human endeavor. As of member of its cadre, we have the unique privilege and responsibility of protecting humanity from its enemies on Earth and in space. To a large extent, the future of the human race depends up our performance. If we are strong, brave, dedicated and honorable, humanity will prosper as its' pioneers explore the stars, establish outposts, founds colonies and tames new worlds. But if we are weak, the human race will suffer, its' enemies will prosper, and its' heirs will languish on Earth, created of their birthright.
    All the knowledge of the human race is at our disposal. We enjoy the most advanced equipment, the most expert Intelligence, the experience of all human history, and the toughest, best-trained soldiers in existence. Together, we Moreau stand as humanities mighty shield, and we strike as the race's terrible sword of Justice. You play an essential part within that proud association, trooper


    So I am seeing if there is enough interest to start up a BUGHUNTERS game. I debated this a long time but in the end I thought it would be a very cool twist if I used a varies Moreaus instead of Human clones. In the end, the Moreau is better then any normal human, and breed for loyalty and a sense of duty to humanity. Below is the basic info that I worked out about character creations, etc. More too come if I get a few people interested.

    In the year 2142, the colonies of Earth have spread out into the stars, and found that it was not such a nice place after all. After 60 some years of stellar exploration, and the lost of thousands of human lives, a new soldier has been created to protect and serve the human race… the Moreau. Human-animal hybrids, crated by grafting specific sequences of animal DNA to human cloned DNA. To date, all successful hybrids are mammals, although reports and rumors suggest that they have worked on other attempts.

    In 2117, UT scientists make an important breakthrough in genetic cloning research, making it possible to clone mammals. Experiments over the next 15 years with specifically modified clones of apes and rats develop an animal largely unaffected by hyperspace jump sickness. Then, combined with Human DNA, the Moreau are secretly created by the Military Arm of the Government (UT Gov). In 2130 they were ready and the UT Security Council formally announced the formation of UTRPF, a paramilitary force composed largely of Moreau assigned to protect Earth and its colonies from invasion…

    Now, 10 years later, most Stellar spacecraft and military protection for off-world colonies and outposts are protected and served by the Moreau UTRPF soldier. You are one of these newly created warriors. These soldiers combine all the best traits of their hybrid heritage, strong, fast, enhanced senses, and smart.

    CHARACTER CREATION
    While the UTRPF have created two division that serve humankind in space, the Aerospace ('spaced', 'big brains') and the Marines, all characters within this game will be starting out within the Marines… the ground pounders, 'mudders', etc.
    Character level 2
    Standard Ability Score Package (15, 14, 13, 12, 10, 8)
    Occupation/Basic Training - Military Only, but see below. All Marines gain the following automatically- Light Armor Proficiency, Medium Armor Proficiency, Personal Firearm Proficiency, Read/Write English, and Speak English.
    Military Skill List: chose any THREE skills from the following permanent class skills. if the skill you selected is already a class skill for you at 1st level, receive a +1 competency bonus on all checks with that skill. Climb, Demolition, Drive, Hide, Knowledge (tactics), Intimidate, Move Silent, Navigation, Survival, Swim, Treat Injury
    Military Feat List: Choose TWO from the following list. Advanced Firearm Proficiency, Brawl, Combat Martial Arts, Exotic Weapon Proficiency (anti-armor rifles, grenade launches, heavy machineguns, mortars, rocket launchers)
    Hit Points after 1st level: d6 =4, d8 =6, d10 =8, d12 =10 each level.

    At this time, geneticists have created only one "degree" of Moreau; they are the equivalent of Modert… bipedal and able to pass as human if they wear hoods or hats and keep to the shadows (-10 penalty to Disguise check to pass as humans).

    Basic Moreau Species Traits (all types)…
    *Damage Reduction 1/- due to chemical treatments that increased bone and skin density and the introduction of biocompatible plastics injected at vital locations during the "vat grown" creation, Moreau's are more resistant to damage then most.
    *Enhanced Carrying Capacity again due to genetic and chemical treatments, the Moreau character is considered to have +2 Strength for the purpose of determining carrying capacity (see D20Modern pg. 121)
    *Low-Light Vision all Moreau can see twice as far as normal humans in poor lighting conditions. They can still distinguish colors, even in dim lighting.
    *Strong Willed +1 to Will saves. With special conditioning and training, Moreau gain strong the normal willpower to better help them cope with the terrible things that might encounter out in the fringes of the galaxy.
    *Jump Sickness Resistance Moreau add +8 to Will saves vs. Jump Sickness, a condition that affects any know lifeform when crossing the stellar distances.

    As non-Humans, remember that Moreau get 4 fewer skill points than human characters at 1st level and 1 fewer skill point each level thereafter. Also, Moreau characters get only one bonus feat at 1st level.

    Typical Moreau Species of the UTRPF…
    BAT: a blend of humans and brown bats, they tend to be shorter, quite people with high-pitched voices. They tend to be bald, with fairly large triangular ears, and a weak nose. The are used heavily as scouts and often as team medics and doctors.
    Species Traits Ability Scores: +2 DEX, +2 CON, +4 WIS
    Blindsight (Ex): due to their unique ability to hear ultra high frequency sounds they have blindsight with a range of 120 ft (see D20Modern pg.226)
    Light sensitivity (Ex): sunlight, flashlights, fluorescent lights, halogen lamps and other sources of bright illumination blind Bat moreaus. They can counter the blindness and see fairly well by wearing dark-tinted sunglasses (but are still -2 to spot rolls), or they can rely on the blindsight ability.

    BEAR: a blend of human and bear (North American, the grizzly). They tend to be slow but powerful. They are most often used as Heavy Weapon Shock Troopers. They generally have abundant body hair, especially on their arms and legs and chest.
    Species Traits Ability Scores: +4 STR, +2 CON, +2 WIS
    More Resilient (Ex): Bear moreaus have even thicker skin and have a base Damage Resistant of 2/-
    Poor Sight (Ex): Bear moreaus have bad eyesight, and take a -2 penalty to all Spot rolls and take a -3 penalty on ranged attacks
    Claws (Ex): have pronounced, semi-retractable claws that function as natural weapons, dealing 1d6 lethal/20 slashing damage.

    CANINE: a blend of humans and timber wolves and bloodhounds. They tend to be lithe and well muscled, with narrow, elongated skulls and slightly high set ears and flat, strong noses. They often serve as scouts and snipers.
    Species Traits Ability Scores: +2 STR, +4 CON, +2 WIS
    Scent (Ex): Canine moreaus can detect approaching enemies, sniff out hidden foes, and track by scent of smell (see D20Modern pg. 228). Can use Survival or WIS to make roll. Canine Moreau also gain +2 to Survival/WIS rolls when using the Scent ability.

    FELINE: a blend of human and panther or leopards, they tend to be agile and quick, and many humans find them attractive. Their hair tends to be yellow, pitch black or gray, with black spots and rings very common also.
    Species Traits Ability Scores: +2 STR, +2 DEX, +4 CHA
    Claws (Ex): Feline moreaus have retractable claws that act as natural weapons, dealing 1d4 lethal/20 slashing damage.
    Natural Jumpers (Ex): can a +2 racial bonus to Leap

    PRIMATE: a blend of humans and chimpanzee and orangutan primates. Their physical power and high intelligence frighten humans and even some Moreaus. Their faces tend to have many of the features of their primate ancestors. They often act as Radio/Electronic specialist within Marine units, but often also serve in the Aerospace division.
    Species Traits Ability Scores: +2 STR, +2 DEX, +4 INT
    Natural Climbers (Ex): +4 racial bonus to Climbing; no penalty for Accelerated Climbing; and can take 10 on any Climb check even if being threatened or distracted.

    RAT: a blend of humans and the brown rat. They often serve as infiltrators and scouts. They tend to have almost black eyes and high set ears that are slightly pointed.
    Species Traits Ability Scores: +4 DEX, +2 INT, +2 WIS
    Darkvision (Ex): Rat moreaus can see in total darkness out to 30ft, but only in black and white (they also have low-light like all other Moreau)
    Naturally Sneaky (Ex): +2 racial bonus to Move Silent checks.

    Typical Height, Weight, and Starting Ages
    BAT - Base Height 4" 10", Height Modifier +2d6", Base Weight 85lbs, Weight Modifier x(2d4) lbs, Starting Ages 4 +1d4
    BEAR - Base Height 5' 2", Height Modifier +2d10", Base Weight 130lbs, Weight Modifier x(2d8) lbs, Starting Ages 4 +1d6
    CANINE - Base Height 5' 0", Height Modifier +2d8", Base Weight 100lbs, Weight Modifier x(2d4) lbs, Starting Ages 4 +1d4
    FELINE - Base Height 5' 0", Height Modifier +1d12", Base Weight 100lbs, Weight Modifier x(2d4) lbs, Starting Ages 4 +1d4
    PRIMATE - Base Height 4' 10", Height Modifier +2d6", Base Weight 100lbs, Weight Modifier x(2d4) lbs, Starting Ages 6 +1d6
    RAT - Base Height 4" 10", Height Modifier +2d6", Base Weight 90lbs, Weight Modifier x(2d4) lbs, Starting Ages 2 +1d4

    (normal Age chart found in D20Modern pg. 247)

    MSO (Military Service Occupation) does not have much game rules affect, but it can give the character a better idea what skills and/or feat that might wish to focus on to fill out these rules…
    NCO/Squad Leaders: with special training in military strategy and tactics, their primary responsibility is leading any ground combat operations
    Common Skills/Feats: Intimidation, Knowledge (tactics), Navigation, and Sense Motive.
    Standard Combat Bundle: Medium Flak Armor, Combat Helm Array & Transponder, Mess Harness and Field Pack, Ma-32 Assault Rifle (with 2 extra clips) and integrated Mini-Grenade Launcher (with a total of 9 mini-grenades), Combat Knife, one of each type of Hand Grenade, Electro-Binoculars, Data/Map Slate, Advanced First Aid Kit (typical 52 lbs)

    Radio/Electronic Specialist: communications are essential in field operations, whether between squads, with a command post, or with a squads ships. It is the task of the radio operator to maintain clear, fast communication in even the worst situations, and to be able to maintain these devices in the field. Their secondary duties including maintain and repairing other squad electronic devices as the situation might warrant.
    Common Skills/Feats: Computer Use, Knowledge (physical science, technology), Repair; Educated, Gearhead.
    Standard Combat Bundle: Medium Flak Armor, Combat Helm Array & Transponder, Mess Harness and Field Pack, shoulder Combat Radio Rig, Ma-32 Assault Rifle (with 2 extra clips) and integrated Mini-Grenade Launcher (with a total of 9 mini-grenades), Combat Knife, one of each type of Hand Grenade, Advanced First Aid Kit (typical 58 lbs)

    Medic: during ground operations, away from the medical bays and doctors, someone has to be able to deliver first aid to causalities and stabilize them for transport back to those facilities. The combat medic is still as soldier as the rest of a Marine squad, and is expected to fight as hard as the rest of the team.
    Common Skills/Feats: Knowledge (behavioral science, earth & life sciences), Treat Injury; Medical Expert, Surgery.
    Standard Combat Bundle: Medium Flak Armor, Combat Helm Array & Transponder, Mess Harness and Field Pack, Ma-32 Assault Rifle (with 2 extra clips) and integrated Mini-Grenade Launcher (with a total of 9 mini-grenades), Combat Knife, one of each type of Hand Grenade, Advanced Medical Kit (typical 53 lbs)

    Scout/Sniper: although all marine squads in general are small and trained to take advance of cover and concealment during field operation, scouts are true experts in the field of infiltration and operations. They are also often given special training as snipers.
    Common Skills/Feats: Hide, Listen, Move Silent, Navigation, Spot, Survival; Alertness, Far Shot, Stealthy, Track
    Standard Combat Bundle: Light Flak Armor, Combat Helm Array & Transponder, Mess Harness and Field Pack, X-Mark "Smart" Sniper Laser Rifle (with two extra power cells), Combat Knife, one of each type of Hand Grenade, Advanced First Aid Kit (typical 33 lbs)

    Heavy Weapons: all UTRPF troops receive at least modicum of training with a wide range of weapons, while Heavy Weapon/Shock troops gain additional training with heavy, more specialized weapons, like grenade launchers, machineguns, mortars, and rocket launchers.
    Common Skills/Feats: Advanced Firearm Proficiency, Exotic Weapon Proficiency (anti-armor rifles, grenade launches, heavy machineguns, mortars, rocket launchers)
    Standard Combat Bundle: Medium Flak Armor, Combat Helm Array & Transponder, Mess Harness and Field Pack, MK-90 "Howler" LMG with linked ammo backpack or JL-PAX 40mm Anit-Armor Rifle (with two extra clips), FM Flame Thrower, Combat Knife, one of each type of Hand Grenade, Advanced First Aid Kit (typical 68 or 73 lbs)

    Demolitions Expert: UTRPF troops have a wide range of weapons available to them, from assault rifles to grenade launches and flamethrowers. But for some jobs, that just isn't enough. Whether it's breaching a reinforced wall, removing several tons of earth, or obliterating a nest of nasty xonoforms, demolitions is often the best answer.
    Common Skills/Feats: Demolitions, Disable Device; Cautious
    Standard Combat Bundle: Medium Flak Armor, Combat Helm Array & Transponder, Mess Harness and Field Pack, Ma-32 Assault Rifle (with 2 extra clips) and integrated Mini-Grenade Launcher (with a total of 9 mini-grenades), Combat Knife, one of each type of Hand Grenade, four Satchel charges, Advanced First Aid Kit (typical 65 lbs)

    Rifleman: the bulk of most marine units squads consists of simple foot soldiers.
    Common Skills Feats: no common, almost any combination
    Standard Combat Bundle: Medium Flak Armor, Combat Helm Array & Transponder, Mess Harness and Field Pack, Ma-32 Assault Rifle (with 2 extra clips) and integrated Mini-Grenade Launcher (with a total of 9 mini-grenades), Combat Knife, one of each type of Hand Grenade, Advanced First Aid Kit, Motion Sensors (typical 48.5 lbs)

    Most of the equipment, etc I will post here as Bughunters has it own sort of "feel" for weapons and equipment and I want to maintain some of that uniqueness.

    ADVANCED CLASSES ALLOWED
    Generally the only Advanced Classes that Moreau have access to in the Marines are… Soldier, Marital Artist, and the Field Medic
    From D20Future allowed Advanced Classes - Explorer and of course the Bughunter.
    Last edited by Karl Green; Sunday, 10th October, 2004 at 04:47 AM.
    "life is pain princess, anyone telling your different is selling something"

 

  • #2
    EQUIPMENT
    "The object of this exercise is to familiarize you with the array of standard weapons available to you as troops of the UTRPF.
    "All these things should be used with the following strategies in mind: the point is not to die for Humankind. Instead it is to make sure that motherless creatures you'll be facing die for their planet."

    --Drill Sergeant Jack8324562 "Packman"


    Standard UTRPF-Issued Weapons
    UTRPF has a variety of items that are considered standard issue equipment for missions. One must remember though that while UTRPF HQ wants to make certain that its troops are adequately equipment before sending them into combat, it is hesitant to turn Moreau loose with more weaponry that really need at the moment, lest they prove their detractors right and lead sort of armed revolt against humanity.

    Ma-32 10mm 'Charged' Assault Rifle (Personal Firearm Proficiency)
    The workhorse of the UTRPF, it fires a 'charged' 10mm caseless flechette armor-piercing, explosive tipped round. Its light weigh, bullpulp design makes it easy to wield accurately in any situation. The rifle is totally 'sealed' and can be used in a vacuum or toxic environments and with its' 'Low-G' that fire subsonic rounds, it can be used in low and micro-G situations. Its magazine uses a "U" shell magazine that holds 100 rounds. Standard issues also included an integrated mini-Grenade launcher attached on the underside of the rifle. The CAT (computer-assistant-targeting) scope and bayonet are also commonly used with them.
    [DAM 2d10 (2d6 on the Low-G setting); Crit 20; Type: Ballistic; Range: 90ft; ROF: S, A; Magazine: 100box; Size: Large; Wt: 9lbs (12lbs with integrated mini-Grenade launcher, see below). Special: Ignores 2 points of Ballistic DR (see armor below)]

    Combat Knife/Bayonet (Simple Weapon Proficiency)
    Made of a single piece of high-density ceramics, the forward edge of the blade is fitted with a titanium blade. A sharp-edged hyper-carbon crystal studs at the rear of the blade, create a saw blade. It is balanced for throwing and can be fitted into a bayonet setting on the Ma-32 assault rifle.
    as combat knife [DAM: 1d6; Crit: 19-20; Type: Piercing; Range: 10ft; Size: Tiny; Wt: 1lb; Special: Ignores 2 points of Impact DR. Mastercraft item] as bayonet [DAM: 1d8; Crit: 20/x3; Type: Piercing; Size: Large (with rifle)]

    Stun Pistol (Personal Firearm Proficiency)
    This hand-held weapon is designed to function in a similar fashion to the Taser of the 20th century, with two major differences. First, the stun pistol is built to carry multiple rounds and second, its rounds are completely wireless. These rounds can be individual rounds set at the precise voltage necessary to bring down the victim.
    [DAM (non-lethal damage) light setting 3d4, medium setting 3d6, heavy setting 3d8; Crit 19-20; Type: Electrical; Range: 30ft; ROF: S; Magazine: 13box; Size: Small; Wt: 2lbs]

    UT "Enforcer" 14mm Gyro Heavy Pistol (Personal Firearm Proficiency)
    Often called a 'shrieker', this semi-automatic pistol similar to the size and shape of the 50-caliber 'Desert Eagle', fires a high explosive, jet-assisted round. This round speeds up once it leaves the muzzle, due to the micro-ramjet incorporated into its construction.
    [DAM 2d10; Crit 19-20; Type: Ballistic; Range: 60ft; ROF: S; Magazine: 15box; Size: Medium; Wt: 4lbs. Special: Ignores 2 points of Ballistic DR (see armor below)]

    UT "Hunter" 10mm Medium Pistol (Personal Firearm Proficiency)
    Standard issue side arm for most troopers, this pistol fires a 10mm charged caseless flechette similar to the Assault rifle (it is not as powerful though). The weapon is of course sealed and can been used in a number of environments including vacuums and hostile atmospheres. It does not have the low-G setting though and is difficult to use in micro-G situations.
    [DAM 2d6; Crit 20; Type: Ballistic; Range: 40ft; ROF: S; Magazine: 20box; Size: Small; Wt: 3lbs. Special: Ignores 2 points of Ballistic DR (see armor below)]

    RM-11 "Splitter" Machine Pistol (Personal Firearm Proficiency)
    The 'splitter' machine pistol fires a 6mm caseless sabot round that is light, but has exceptional armor penetration value and controllability when fired at full auto.
    [DAM 2d6; Crit 20; Type: Piercing; Range 20ft; ROF A; Magazine: 50box; Size: Small; Wt: 3.5lbs; Special: Ignores 2 points of Ballistic DR (see armor below)]

    HK-Ko 10mm Submachine Gun (Personal Firearm Proficiency)
    Often issued when Squads are going into tight urban and tunnel like environment when a longrifle is not as efficient. It fires a 10mm charged caseless flechette round similar to the Assault rifle. As with all caseless weapons the SMG is sealed to use in other environments. Has a special 3-rd burst mode. While sealed to use in hostile environments, it does not have a low-G setting.
    [DAM 2d8; Crit 20; Type: Ballistic; Range 60ft; ROF: S, A; Magazine: 60box; Size: Medium; Wt: 5lbs; Special: Ignores 2 points of Ballistic DR (see armor below)]

    RomVoss "Wraith" Automatic Shotgun (Personal Firearm Proficiency)
    Also called the Flyswatter, this weapon is similar to the street sweepers of old, but has a larger 'box' clip and features a fully automatic mood. It fires a 20mm flechette/buck-shot like round that is easy to use. Some troopers carry this weapon as a secondary weapon or one to be used in urban situations.
    [DAM 2d8; Crit 19-20; Type: Piercing; Range: 40ft; ROF: S, A; Magazine: 40box; Size: Large; Wt: 10lbs. Special: flechette adds +1 ammo bonus to attack rolls]

    X-Mark "Smart" Laser Sniper Rifle (Personal Firearm Proficiency)
    Unlike a projectile weapons that are the standards of the UTRPF fare, the laser is a fragile device not suited for the rough-and-tumble lifestyle of the foot soldier. They are often issued to scouts and snipers due to their range, and near invisibility when used.
    [DAM 3d8; Crit 19-20; Type: Fire; Range: 210ft; ROF: 1; Magazine: 20box/cell; Size: Large; Wt: 15lbs. Special: standard issue included a CAT/HUD electro-scope. Mastercraft weapon]

    FM-Type 10 Flame Thrower (no proficiency required)
    Unlike the bulky predecessor of WWII vintage, this is a self-contained unit that enables the wielder to act with being hampered by bulky tanks and hoses. Pressurized, self-contained tanks of 'friendly napalm' eliminates the danger of being flambéed by one's own weapon if hit by enemy small arms fire. An electrical sparker at the weapon's muzzle converts the high velocity stream of an otherwise inert chemical compound into flame hot enough to overload standard heat dispersion equipment and render even the toughest armor lethally hot in mere seconds.
    [DAM 3d6; Crit n/a; Type: Fire; Range: n/a; ROF: 1; Magazine: 20box; Size: Large; Wt: 12lbs. Special: as flame-thrower in D20Modern but 40ft long line of fire]

    MK-90 "Howler" 10mm Light Machine Gun (Exotic Weapon Proficiency: Machineguns)
    This semi-portable weapon has three rotating 10mm barrels that fire special 'tracer' 10mm 'charged' caseless flechette armor piercing, explosive tipped round like that of the assault rifle.
    [DAM 2d10; Crit 20; Type: Ballistic; Range: 110ft; ROF: A; Magazine: 500 backpack box; Size: Huge; Wt: 30lbs. Special: Tracer rounds add +1 ammo bonus to attack when the weapon is fired on full automatic. 'Actuator-arm' mount allows one troop to carry this weapon without bipod, but when not moving counts as 'braced' add 10 lbs to weapon for the arm. Ignores 2 points of Ballistic DR]

    JL-PAX 40mm Anit-Armor Gun (Exotic Weapon Proficiency: Anti-Armor Gun)
    A weapon in a class all by itself, the Anti-Armor gun fires a 'charged' 40mm Ultra High-Explosive Depleted-Uranium, Guided (UHEDU) round. Part ballistic, part gyro, this rifle is used as an anti-armor, ant-bunker weapon.
    [DAM: 6d6; Crit: n/a; Type: Slashing/Ballistic; Range: 150ft; ROF: 1; Magazine: 8box; Size: Huge; Wt: 25lbs; Special: Ignores 10 points of Ballistic DR and/or Hardness]

    TB-3 "Triple Betty" Rocket Launcher (Exotic Weapon Proficiency: Rocket Launcher)
    Looking like a cross between a WWII bazooka and an oversized 3-barrel revolver, the anti-armor rocket launcher fires a semi-independently targeted rocket that can be used against ground or air targets with equal accuracy.
    [DAM: 10d6; Crit: n/a; Type: Concussion/Piercing; Range: 150ft; Blast Radius: 5ft; Reflex DC 18; ROF 1; Magazine: 3 cycle; WT: 15lbs]

    30mm Mini-Grenade Launcher (Exotic Weapon Proficiency: Grenade Launcher)
    This unit is generally built to be attached to the underside of the Ma-32 Assault Rifle, although they can be found separately by adding a shock and forward weapon handle. The mini-grenade has all the same feature as a Hand Grenade, except that each mini-grenade weights 1lb, size of Tiny and has the ranged of the grenade launcher instead of being thrown (see Hand Grenades below)
    [DAM: varies by grenade type; Crit: n/a; Type: varies by grenade type; Range Increments: 80ft; ROF: 1; Magazine: 3 internal; Size: Medium; Wt (alone) 3lbs]

    40mm Light Motor (Exotic Weapon Proficiency: Motors)
    Basically a heavier, bipod-mounted version of the grenade launcher, built for greater stability and rate of fire. It has no magazine, each round is dropped into the barrel individually and launched when it strikes the firing pin at the bottom. The motor round has all the feature as a Hand Grenades but each round weighs 4lbs, has the motors range increment, and add +1d6 to basic damage, +5ft to Blast Radius, and adds +2 to the target number of any and all DC's
    [DAM: varies by motor type; Crit: n/a; Type: varies by motor type; Range Increments: 120ft; ROF: S; Size: Huge; Wt 25lbs]

    Explosives

    Hand Grenades
    Frag Grenade [DAM: 4d6; Type: Slashing; Burst Radius: 10ft; Reflex DC 15; Range (thrown): 10ft; Size: Small; Wt: 2lbs]
    Concussion Grenade [DAM: 4d6 (non-lethal); Type: Slashing; Burst Radius: 15ft; Reflex DC 15; Range (thrown): 10ft; Size: Small; Wt: 1lbs]
    Fireflush [DAM: 3d6; Type: Fire; Burst Radius: 10ft; Reflex DC: 15; Range (thrown) 10ft; Size: Small: Wt: 2lbs]
    Smoke Grenade [DAM: n/a; Type: n/a; Burst Radius: see below; Reflex DC: n/a; Range (thrown) 10ft; Size: Small; Wt: 2lbs. Special: see D20Modern (pg. 105) except 20ft radius, by 4th round; continues for six additional round without wind, etc]
    Tangler Grenade [DAM: n/a; Type: n/a; Burst Radius: 5ft; Reflex DC: 12; Range (thrown) 10ft; Size: Small; Wt: 1lb; Special: see D20Future]

    Mini-Grenade Extra Type of Grenade
    GL Flechette Round [DAM: 2d10; Crit: 19-20; Type: Piercing] the rest as other mini-grenades.

    Satchel Charge
    A chemical explosive, one side is a high-density ceramic plate, which shapes the explosive (although it can be removed). Adhesive patches on the plate enable it to cling to most any type of surface (walls, sides of bunkers or tanks, etc)
    [DAM: 8d6; Crit: n/a; Damage: Slashing/Fire; Burst Radius 15ft (30ft shapeless); Reflex DC 18; Range (thrown) 10ft; Size: Medium; Wt: 4lbs. Special: Ignores 10 points of DR/Hardness (shapeless ignores 5 pts of DR/Hardness]

    Protective Gear

    I am going to use a slight different system then normal for this game.., armor will give some Damage Reduction and some Defense bonus also. Ballistic is for any non-energy firearm. Impact stops damage from Hand-to-Hand weapons and piercing, laser, fire, etc damage. Yes this is not 'normal' D20Modern rules.

    Light Body Flak Armor (light armor proficiency)
    Often worn by scouts and snipers (although it can be requested by other MOS depending on the individual), consists of thin, bulletproof clothing resembling normal combat fatigues. It is made of a composite synthetic fiber interwoven with alloy threads. When hit by projectiles, the fibers and threads dissipate the energy of the impact over the whole armor section. A secondary layer catches any fragments that may come through.
    [Type: Tactical; Equipment Bonus: +1; DR 1 (impact)/ 3 (ballistic); Nonproficiency Bonus: +0; Max DEX Bonus: +7; Armor Penalty: -0; Speed (30ft): 30ft; Wt: 3lbs]

    Medium Body Flak Armor (medium armor proficiency)
    Standard issue body armor for most UTRPF Marine troops, it is similar to Light Flak but incorporates higher grades of material as well as lightweight ceramic plates placed over vital areas of the body.
    [Type: Tactical; Equipment Bonus: +2; DR 2 (impact)/ 5 (ballistic); Nonproficiency Bonus: +0; Max DEX Bonus: +4; Armor Penalty: -2; Speed (30ft): 25ft; Wt: 8lbs]

    E-Suit (medium armor proficiency)
    The standard armored environment suit used by UTRPF, designed to protect a person in hazardous environments. This completely enclosed environment suit capable of sustaining life in extremes of temperature and a lack of breathable air. The suit is not as large and bulky as those of the past, but it is still composed of a thick body suit and helmet with a transparent mask, all parts of which are capable of deflecting micro-meteors and other space-borne projectiles. Inside the suit, internal air tanks and environmental filters maintain temperature and pressure. Additionally, a communications system not only allows for the integration of a helmet array for use in vacuum environment. It also allows internal sensors to monitor biological functions that can be observed from mission control.
    [Type: Tactical; Equipment Bonus: +1; DR 2 (impact)/ 5 (ballistic); Nonproficiency Bonus: +0; Max DEX Bonus: +3; Armor Penalty: -4; Speed (30ft): 20ft; Wt: 15lbs]

    Electronics

    CAT (Computer-Assisted-Targeting)
    This option built into any ranged fire weapon, provides an advanced HUD sight system for the wielder and provides a +1 equipment bonus to attack rolls. [Size: Diminutive; Wt: nil]

    Shoulder Communication Rig
    Looking something like a high-tech shoulder pads, this combat radio serves as a combat's unit's link to the outside, with a range of up to 100 miles under optimal conditions (most of the time half that range is a more common in combat conditions). Much more powerful then an ordinary radio, it can cut through most shielding or jamming to transmit essential information or intelligence. [Size: medium; Wt: 8 lbs]

    Basic Electronic Repair Kit
    Often carried by Radio Operators, this basic tool kit will allow the specialist to make minor, simple, and/or emergency repairs (equivalent of a modern basic electronic toolkit but at much less weight). [Size: small; Wt: 2 lbs]

    Helmet Array
    This lightweight array attaches to the combat helmet of the UTRPF soldier includes a combat radio, camera and remote vital signs indicator. The standard range is 15 miles in optimal conditions (most of the time half that range is a more common in combat conditions), although it is standard practice to route this through the Squad's Communicator Rig. [Size: Diminutive; Wt: nil]

    Electro-Binoculars
    A more advanced version of the standard binoculars, it incorporates a range finder, low-light and total darkness options. Additionally, it can be used to freeze-frame and take still images and boasts zoom and image enhancement software, allowing on-the-fly computer analysis and dissection of battlefield images. These images can be broadcast to remote locations, allowing the screen to be used for video communication, via the Communication Rig. [Size: Small; Wt: 2 lbs]

    Data/Map Slate
    An advanced version of a Pocket PC, it contains a pull out, clear plastic sheet that can have various types of information displayed on it (including a map, internal schematics, etc). Data can be transmitted remotely via the Helmet Array or Communication Rig [Size: tiny; Wt: 2 lbs]

    Motion Sensor
    The motion sensor is capable of not only detecting motion but also of plotting it on a display screen in relation to other objects. The motion sensor plots motion relative to its own position, but can sense motion through walls and solid surfaces, indicating the location of any moving object within 100 feet. [Size: Tiny; Wt: 1 lb]

    Transponder
    This device serves to protect UTRPF soldiers from friendly fire. Built to clip to a soldiers' helmets, they can be easily removed if they are ever become a detriment in combat. [Size: Diminutive; Wt: nil]

    Medical Equipment

    Advanced First Aid Kit
    The advanced first aid kit adds +2 to use Treat Injury to use first aid and can be used as a medical kit at no minus (DC15 to stabilize injured character). Generally carried by all soldiers. [Size: Tiny; Wt: 1 lb]

    Advanced Medkit
    The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user a +2 equipment bonus on all Treat Injury checks. [Size: Small; Wt: 5lbs]

    Chemical, Antitoxin
    A chemical found in many first aid kits, antitoxin is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitoxin injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitoxin delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds. [Size: Diminutive; Wt: nil]

    Chemical, Neutrad
    A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours. [Size: Diminutive; Wt: nil]

    Chemical, Sporekill
    A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear. [Size: Diminutive; Wt: nil]

    Other Equipment

    Fusion Torch
    The fusion torch is the Fusion Age’s equivalent of a blowtorch. The fusion torch produces a small, thin gout of flame that burns with such intensity that it creates temporary blobs of plasma all around it. The fusion torch consists of a small fuel canister attached to the torch generator. The torch deals 3d10 points of damage each round to immobile objects. Due to the nature of the fusion torch, a character using the torch must be meticulous in the way he cuts to maximize damage to whatever he is slicing through. If used as an improvised weapon, the fusion torch deals only 1d10 points of damage since it is being wielded in a more haphazard fashion. [Size: Medium; Wt: 3lbs]

    Field Ration Pack
    The standard rations of Fusion Age militaries, the food is self-heating and/or cooling when the covering is pealed back (generally takes about 2 minutes to be ready). Generally a soldier in combat operations should eat at least two a day. [Size: Tiny; Wt: 1/2 lb]
    Last edited by Karl Green; Saturday, 20th November, 2004 at 04:56 AM.
    "life is pain princess, anyone telling your different is selling something"

  • #3
    I'm up for any excuse to use my D20 Future book.
    It was Carrot who'd suggested to the Patrician that hardened criminals should be given the chance to "serve the community" by redecorating the homes of the elderly, lending a new terror to old age and, given Ankh-Morpork's crime rate, leading to at least one old lady having her front room wallpapered so many times in six months that now she could only get in sideways.

    -- (Terry Pratchett, Feet of Clay)

    --------------------------------------------------
    Playing as Orum in Delving the Mists. OOC, IC, and Rogue's Gallery

  • #4
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    ferretguy's Avatar

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    ø Ignore ferretguy
    Hell Karl, I did at one time have a Rat Moreau created for a military campain here which didn't go anywhere past the beginnings of the briefing. It'd be nice to bring, if not him, then his ghost...needless to say I'm in.
    Will get him wrote up within a couple of days...he's scout and demo/sniper rat.

  • #5
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    ø Ignore Festy_Dog
    I've always wanted to run a character I've had in mind for a military style d20 modern game, so I'd be happy to take this opportunity if you'll let me.

    Probably a canine rifleman, but I can have him go medic or electronics if either of those spaces don't get filled.
    Last edited by Festy_Dog; Sunday, 10th October, 2004 at 03:02 PM.
    Festy_Dog - Schweppe's Traditional Ox's Blood, the official drink of your dark masters!

  • #6

  • #7
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    ø Ignore Captain Tagon
    Hey, if you'll have me this sounds like a great game. Probably a primate squad leader unless someone else wants the spot then I'll do a rifleman or heavy weapons guy as needed.

  • #8
    Is your roster filled?
    Dramedy Gold.

  • #9
    Kewl six people looks to be about what I was hoping for... so if everyone who posted so far is interested that would be six players.

    I will post up more info later, but the basic idea is that "Squads" are generally training together for a year or so, and then after basic training (2nd level) they are assigned to missions. Your squad has just come out of basic training and is to be assigned it first mission. You have all served together and trained togheter (way you get low level NCO's etc).

    So go ahead and work out the basic characters. Reputation will be used and whiles everyone's wealth level is 2d4 +1 (you can go ahead and roll that) BUT you are not allowed to buy weapons or most of your equipment, etc. All of that is assigned to you and locked up when you are not on missions.
    "life is pain princess, anyone telling your different is selling something"

  • #10
    ferretguy: Rat Scout/Sniper/Demolitionist.
    Festydog: Canine Rifleman.
    Ankh-Morpork Guard: Feline Scout.
    Captain Tagon: Primate Squad Leader.

    Robbert Raets: Undeclared.

    Seems to me as though either ferretguy or Ankh-Morpork Guard might want to change their choice a little...but it ain't really my place to say. Put me down for a Bat Medic - which, since I've got nothing better to do, I might as well start working on now.
    It was Carrot who'd suggested to the Patrician that hardened criminals should be given the chance to "serve the community" by redecorating the homes of the elderly, lending a new terror to old age and, given Ankh-Morpork's crime rate, leading to at least one old lady having her front room wallpapered so many times in six months that now she could only get in sideways.

    -- (Terry Pratchett, Feet of Clay)

    --------------------------------------------------
    Playing as Orum in Delving the Mists. OOC, IC, and Rogue's Gallery

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