Karl Green
First Post
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
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.
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