D20Future - BUGHUNTERS MOREAU


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Gramcrackered

First Post
Here's an odd question...how do the bughunter moreaus get their names? Should we just pick a standard human one, some sort of code one, a nickname and number...?

Name: Jack0727198 "Professor"
Race: Modert Bat Moreau
Class: Dedicated Hero(2)
Occupation: Military(Medic)

Height: 5' 0''
Weight: 101 lbs
Age: 7

Str: 8(-1) Dex: 15(+2) Con: 14(+2) Int: 14(+2) Wis: 19(+4) Cha: 10

Base Attack: +1, Melee Attack: +0, Ranged Attack: +3

Hit Points: 14/14

Defense: 14 (Class Bonus +2, Dex Bonus +2)
- Touch: 14
- Flat-Footed: 12

Fort: +4, Ref: +2, Will: +7

Init: +2

Action Points: 6
Reputation: +1
Wealth: 5

Special Abilities
- Damage Reduction: 1/-.
- Enhanced Carrying Capacity: +2 Str for carrying purposes.
- Low-Light Vision.
- Strong Willed: +1 to Will saves.
- Jump Sickness Resistance: +8 to Will saves vs. Jump Sickness.
- Permanent Class Skills: Climb, Hide, Treat Injury. +1 compentancy bonus to Treat Injury.
- Blindsight: 120'.
- Light Sensitivity: Blinded by bright light. May use dark-tinted sunglasses, but still takes -2 to Spot. May also just rely on Blindsight.
- Healing Knack: +2 to Treat Injury skill checks.

Feats: Combat Martial Arts, Exotic Weapon Proficiency(Grenade Launchers), Light/Medium Armor Proficiency, Medical Expert, Personal Firearm Proficiency, Simple Weapons Proficiency, Surgery.

Languages: English
- R/W: English

Skills: Craft(Pharmaceutical) +5/+9, Knowledge(Behavioral Sciences) +5/+7, Knowledge(Earth and Life Sciences) +5/+7, Knowledge(Theology and Philosophy) +5/+7, Spot +5/+9, Treat Injury +5/+14.
 
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Karl Green

First Post
Good question ;)

Their names are assigned to them by the UTRPF, only a first name (Rex, Allen, Mark, etc) with a seven-digit number (8732445). They tend to 'appoint' themselves or their teammates a nickname and/or last name that may or may not be descriptive of what they might do or some aspect of their personality (Birdcaller, Clawer, Dancer, Ghost, Hunter, Killjoy, Knife, Night-hunter, Patch, Point, Scent, Shotgun, Spotter, etc.)

So it might look like… Rex8732445 "Hunter" for a canine scout or something similar.
 

Name: Alex7054286 "Sneak"
Race: Modert Feline Moreau
Class: Fast Hero 2
Occupation: Military(Scout)

Str: 16 [+3]
Dex: 17 [+3]
Con: 10 [+0]
Int: 12 [+1]
Wis: 13 [+1]
Cha: 12 [+1]

Hit Points: 14
Init: +3
Defense: 17 (+4 Class, +3 Dex)
-- 17 Touch
-- 14 Flat Footed
Fort: +0
Ref: +5
Will: +2

BAB/Grapple: +1/+4
Melee Attack: +4 claws(1d4+3, 20/x2, slashing)
Ranged Attack: +4 ranged

Action Points: 6
Reputation: +0
Wealth: 7

Special Abilities:
-Damage Reduction 1/-
-Enhanced Carrying Capacity: +2 Str for carrying purposes.
-Low-Light Vision.
-Strong Willed: +1 to Will saves.
-Jump Sickness Resistance: +8 to Will saves vs. Jump Sickness.
-Claws(ex): 1d4, 20/x2, slashing damage
-Natural Leaper(ex): +2 to Leaping
-Permanent Class Skills/Skill Bonus: Hide(+1), Knowledge(tactics), Spot
-Evasion

Skills:
-Escape Artist +8 (5 ranks, +3 Dex)
-Hide +11 (5 ranks, +3 Dex, +1 Competence, +2 Feat)
-Knowledge(tactics) +6 (5 ranks, +1 Int)
-Move Silently +10 (5 ranks, +3 Dex, +2 Feat)
-Speak Language(English)
-Spot +6 (5 ranks, +1 Dex)
-Read/Write Language(English)

Feats:
-Advanced Firearms Proficiency
-Dodge
-Exotic Weapon Proficiency(anti-armor rifles)
-Light Armor Proficiency
-Medium Armor Proficiency
-Personal Firemarms Proficiency
-Simple Weapon Proficiency
-Stealthy

Other than equipment...did I miss anything?
 

ferretguy

First Post
OK...looks like I'll go with a demo Rat....hell can't have a rat and a cat as partners with scouting....just seems to 70's tom and jerry...and I'm not wearing a tie...
 

Karl Green

First Post
hehe no ties allowed ;)

well I updated the second post with Equipment, weapons, etc. Hope to see some more character ideas soon. The two so far are cool
 

ferretguy

First Post
Sam32456435 aka "Squeek" Smart Hero level 3
MSO: Demolitions

Str: 10
Dex: 17 +3
Con: 14 +2
Wis: 10
Int: 17 +3
Chr: 12 +1

AP: 13
HP: 20
AC: 14 (10 +3 dex +1 Def)
Wealth: 7
Reputation: +1
Saves:
Fort: +3 Will: +3 Ref: +4

BAB:+1
Melee: +1(knife +4)
Range: +4

Feats:
Light Armor Prof., Med. Armor Prof., Personal Firearm Prof., Exotic Weapon Prof. (Gernade Launcher), Cautious, Stealthy, Combat Martial Arts, Read/Write English, Speak English, Weapon Finesse (knife)

Strategy Talent: Exploit Weakness,Savant (demo)

Skills:.....................Rank.........Stat........Mod.....Total
Demolitions...............6..............3...........6..........15
Move Silently............6...............3...........4..........13
Hide........................5...............3...........2..........10
Craft Chemical...........6..............3........................9
Craft Electronical......6..............3........................9
Disable Device...........6..............3...........2...........11
Knowledge Tech.........4..............3........................7
Search.....................6..............3........................9
Computer Use............5.............3.........................8
Spot........................6........................................6

Morea Traits:
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.
*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
 
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Festy_Dog

First Post
How much of the equipment in the equipment section (aside from the standard issue for our chosen occupation) is available to us?

And are mini-grenades basically tiny fragmentation grenades? Or can there be mini's of any grenade?
 
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Festy_Dog

First Post
Here's my character minus equipment, which will be edited in soon I'm guessing:

Gunther0000014 "Gramps" 2nd lvl Strong
Occupation: military (rifleman: navigate, survival, repair)
AP: 6
Wealth: +8
Reputation: +0
Hit Dice: 2d8+8 (22hp)
MDT: 18
Initiative: +2
Speed: 30'
Defense: 14 (+2 class, +2 dex)
Base Attack/Grapple: +2/+4
Attack:
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks: melee smash
Special Qualities: scent, dr 1/-, enhanced carry capacity, low-light vision, +8 to save vs. jump sickness
Saves: fort +6, reflex +2, will +3
Abilities: str 12, dex 15, con 18, int 12, wis 15, cha 8
Skills: climb +4/3, jump +3/2, navigate +6/5, repair +7/5, survival +7/5 (+2 when using scent), swim +4/3, knowledge (tactics) +3/2
Feats: lgt armor prof., medium armor prof., pers. firearm prof., track, adv. firearms prof., exot. weapon prof. (grenade launchers), blind-fight
XP: 1000/3000
Age: 8
Weight: lb(total) = 148lb(char) + lb(gear)
Height: 5'8"
Languages: English
Allegiances: Unit, Humanity
 
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