Night (A d20 Modern/Future Campaign Setting)


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TheVengefulKoala

First Post
Crux Impetuosa

"Wanna know what's worse than having a werewolf pissed at you? Having a Knight pissed at you. Wanna know what's worse than that? Having werewolf who's a Knight pissed at you. So unless you've got a death wish, don't piss me off." -1st Lt. James Avant, Crux Impetuosa.

In the New Papal States, registered therianthropes are welcome to do as they please with their lives. Many join the Knights of the Silver Cross, in order to use their conditions for "constructive" purposes. Many such Knights, while accepted by their comrades, still feel somewhat alienated, especially during "their time of the month".

Many such were-Knights are eventually recruited into a division of the Knight's know as the Crux Impetuosa, or "The Frenzied Cross". Roughly 7,500 strong, the Frenzied Cross is divied into two regiments, commanded by Knight-Colonel Virgil Garou, a werewolf originally from New Orleans.

Unlike the Crux Cruenta, the Crux Impetuosa isn't a state secret; it's one of the more infamous groups in the Knights of the Silver Cross, and is hailed by many therianthropes as an excellent example of how the natural anger of werecreatures can be a positive thing. Also unlike the secret undead Knights, the were-Knights of the Crux Impetuosa aren't a small Covert-Ops group. The word that best describes the group, as a whole, is "berserkers". Werecreatures naturally have anger-management issues. But the Knights of the Frenzied Cross have a tendency to rage, even for therianthropes. It's easy to see why their motto is "Semper Iratus", Latin for "Always Angry".

The group specializes in melee combat, demolitions, and heavy weaponry, using their shapeshifting abilities to effectively fill these roles. To better facilitate combat in their hybrid forms, the Knights of the Crux Impetuosa enter combat without armor, wearing only BDUs and silver-dyed longcoats. According to the few survivors they tend to leave behind after battles, this doesn't make them any less deadly.







So there we have it. Also, a major inspiration I had for the Crux Impetuosa were the Angry Marines.

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kronos182

Adventurer
Hmmm... now I've got some ideas for the Crux Impetuosa... magical and nonmagical weapons and maybe some other items to keep them fighting even while in a berserk type of rage..
I can see these knights using something like a pole-axe.. a larger than normal version if werewolves grow in size while in their hybrid form. Looks intimidating plus excellent for slashing vampires up. Also have a few tech and magical enhancements in mind. Tech ones for upper level members, while magical ones for distinguished and top ranking ones.

Do we assume to use the stats in the d20 books or you making any changes to the were creature stats? What all were creatures are available? Wolves for sure, but what about rats? bears? cats? bats? anything I'm missing?
 

TheVengefulKoala

First Post
Do we assume to use the stats in the d20 books or you making any changes to the were creature stats? What all were creatures are available? Wolves for sure, but what about rats? bears? cats? bats? anything I'm missing?

Werewolves, wererats, werebears, and wereboars are the most common. Other types of werecreature are rarer, but exist. There's a group of feral werealligators rumored to live somewhere near Baton Rogue, and there's at least one confirmed wereelephant living in India.

As for stats, I'm leaving that up to the GM running the campaign (or you guys, if you like). Werewolf stats are good, just need a bit of editing for other therianthropes.
 

kronos182

Adventurer
Time for some vampire hunting mechs..


Vampire Hunter mk1 PL5
The Vampire Hunter mk1 is the first in mech designs to aid in the fight against the vampire hordes. Although many critics wouldn't consider it a true mech as it has treads instead of legs as a 'traditional' mech would have, the added speed and stability and ability to run over opponents does quiet some critics.
The VH1 is basically a tank with a humanoid torso mounted on top, armed with a silver plated weapon and a heavy machinegun for infantry support. The shoulders do support a modular mount system to allow the addition of other weapons or ammo for the M-9 Barrage chaingun.
The VH1 is considered old by today's standards and is available for sale to those who can afford it, so many law enforcement and amateur vampire hunters and some mercenary groups are buying them up. Many mercenary groups change the weapon loads to suit their needs.

Size: Large Mech
Bonus Hit Points: 100
Superstructure: Alumisteel
Hardness: 10
Armour: Duralloy
Bonus to Defense: +8
Armour Penalty: -8
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 0
Speed: 30 ft Base
Purchase DC: 38

Helmet: Class II Sensor System
Torso: Cockpit
Back: Cockpit
Shoulders: Modular Mount
Left Arm: PS-15 Panther Claws
Right Arm: M-9 Barrage Chaingun
Treads:
Comm System

Standard Package Features: Comm System
Bonuses: +2 Navigate and Spot, +4 against being tripped and bull rushed
Weapons: M-9 Barrage Chaingun 5d6 ball, 20, 60 ft, S/A, Linked (4 belts of 50 rds), Huge, 100 lbs
PS-15 Panther Claws 2d6 slash, 19-20, medium
Slam 1d8 bludgeon

Rules for the tank treads can be found on page 71 of D20 Future Tech book.




Vampire Hunter mk2
The Vampire Hunter mk2 is the latest advancement in mech technology available to the Knights and well off security and law enforcement firms. Greatly enhanced over the mk1 which was basically just an armoured shell with a heavy gun attached to one arm and a large blade on the other, the VH2 comes standard with a heavy machinegun, silver plated melee weapons, stake launcher and it's slam attacks are enhanced with holy symbols mounted to the striking surfaces like brass knuckles for making strikes bringing down the 'fist of holy righteousness'. Also comes with several spot lights with cross shaped shutters to provide light during light operations and to help ward off vampires.
The Vampire Hunter mk2 is used mostly as a support unit, providing heavy firepower for squads of Knights, but in large numbers, which is rare but has happened a few times, these mechs are something to be feared by vampire forces as they mow through both supernatural and human thrall foes like a farmer with a scythe through wheat. One of the favourite features of the VH2 is the shoulder mount is modular allowing Knights to customize their weapon loads somewhat depending on mission profile. So they can add a load of missiles for heavy hitting, a water cannon for more damage against large amounts of vampire hordes, or to also act as an emergency fire fighting unit, flame thrower for burning large amounts of targets, or just extra ammo for the stake launcher or the M-9.

Size: Large Heavy Assault Mech
Bonus Hit Points: 100
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +8
Armour Penalty: -8
Reach: 10 ft
Strength Bonus: +8
Dexterity Penalty: 0
Speed: 20 ft Base
Purchase DC: 45

Helmet: Class III Sensor System
Torso: Cockpit
Back: Cockpit
Shoulders: Modular Mount
Left Arm: D21 Stake Launcher
Left Hand: PS-15 Panther Claws, silver plated
Right Arm: M-9 Barrage Chaingun
Right Hand: LK8 Armor-Piercing Pike, silver plated
Boots:
Comm System

Standard Package Features: Comm System
Bonuses: +2 Navigate and Spot, darkvision 90 ft
Weapons: M-9 Barrage Chaingun 5d6 ball, 20, 60 ft, S/A, Linked (4 belts of 50 rds), Huge, 100 lbs
D21 Stake Launcher 3d8 piercing, 19-20, 80 ft, S/A, Linked (4 belts of 50 rds), Huge, 55 lbs
PS-15 Panther Claws, silver 2d6 slash, 19-20, medium
LK8 Armor-Piercing Pike, silver 2d10 piercing, 20 x3, 15 ft reach, huge
Slam 1d8 bludgeon with holy symbol bonus damage and damages vampires, considered to have Holy magical ability on regular slam only.

Modular Mount
The modular mount is designed to take a number of options available to the Vampire Hunter mk2. Most commonly available are A3X Dragon Flame-Thrower, M-53 Firestar rocket launcher, M-55 Crud rocket launcher, M-87 Talon Missile or a water cannon (use stats from d20 Urban Arcana), or extra ammo for either the M-9 or the D21.

New Equipment
D21 Stake Launcher
This is a larger version of the D11 Stake Rifle made by HKA for use on vehicles, using slightly larger stakes, with better range and an automatic setting. Holds 4 belts of 50 rounds, each additional equipment slot devoted to ammo storage has room for six more belts of 50 rounds. Each additional belt has a purchase DC of 13.
Equipment Slots: 1
Activation: Attack Action
Range Increment: 80 ft
Target: Single target within 800 ft or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 25
Restriction: Restricted (+2)
 

TheVengefulKoala

First Post
Pretty good. I'll probably stat up a few mech myself.

Some guidelines: mechs exist, but they're all Large-sized. A few are Huge, but they're mostly prototypes. They tend to fufil Anti-Armor and Anti-Personnel roles, with roughly 55% of mechs being geared for the latter.

Mechanized armor is used mostly by the NPS, but some vampiric factions have captured, reverse-engineered, or designed their own.

Also, I dig the D21.
 

kronos182

Adventurer
Pretty good. I'll probably stat up a few mech myself.

Some guidelines: mechs exist, but they're all Large-sized. A few are Huge, but they're mostly prototypes. They tend to fufil Anti-Armor and Anti-Personnel roles, with roughly 55% of mechs being geared for the latter.

Mechanized armor is used mostly by the NPS, but some vampiric factions have captured, reverse-engineered, or designed their own.

Also, I dig the D21.

I thought you'd enjoy those. I figured early mechs were probably more like tanks with robotic torso then progressing to legged versions to show progression. The mk1 and mk2 might be a bit hard hitting for anti-personnel use, but when the "personnel" you're up against are highly resistant to infantry level weapons, well that M-9 is looking pretty damn handy, especially when loaded with silver and blessed ammo.

I figured the D21 would be a logical progression of the D11 for vehicle mounted use, with the stakes being a good 4 inches longer, although still about 10 to 12 mm in diameter and with more power and longer barrel for greater damage and distance. I'm sure with a tripod, the D21 can be used by infantry soldiers or mounted on a humvee or used in fortifications and gun nests.

I think next I'll make a Magus Facio enhanced version XP
 


kronos182

Adventurer
Some weapons of the Crux Impetuosa.


The Crux Impetuosa is a well respected part of the Knights of the Silver Cross, partly due to the fact that all of its members are all supernatural beings fighting against the vampire forces. Being supernatural creatures, on average the were-knights usually have enhanced strength, reflexes and constitution, allowing them to carry heavier weapons and fight longer than many of their regular human comrades. Each member inducted into the Crux Impetuosa is issued a pole-axe as their standard weapon. As a member advances in the ranks, or shows exceptional skill or bravery, are issued more advanced versions.
The pole-axe is similar to a halberd in that it has a large axe head on a long pole, making it a reach weapon, but can still be used against adjacent foes. All pole-axes come standard with a silvered blade and has the Crux Impetuosa emblem embossed on the sides of the axe head. Many, overtime also decorate their pole-axes with prayers, kill marks or for some of the more feral knights, pieces of their slain foes. Several of these weapons have become family heirlooms amongst several werewolf families as the weapon is passed down from parent to child who also joins the Crux Impetuosa.

Pole-Axe (Archaic Weapon Proficiency)
Damage: 2d6
Critical: 20 x3
Damage Type: Slashing
Range Increment: melee +5 ft reach
Size: Large
Weight: 18 lbs
Purchase DC: 14
Restriction: Restricted (+2)
Game Note: Considered mastercrafted, +1 to attack bonus and silver coated.


Ignis Iaculator aka Fire Spitter
The Ignis Iaculator, or fire spitters, are pole-axes with an added bonus to them, a mini-grenade launcher built into the shaft in a metal storm fashion. These versions of the pole-axe are issued to heavy support members, giving them not only a well crafted melee weapon, but an extra heavy ranged weapon. All Fire Spitters are hand crafted and are usually ornately decorated. Even though these weapons have been in use for about 5 or so years, they have been well received amongst their users. To fire the mini grenades, there is a reinforced padded grip part way down the shaft with a flip cover to reveal the firing stud. Point the top end of the shaft, with the axe head, at your enemy and press the firing stud to launch.

Ignis Iaculator aka Fire Spitter
Damage: 2d6 blade, varies by mini grenade
Critical: 20 x3 blade, varies by mini grenade
Damage Type: Slashing blade, varies by mini grenade (usually frag or explosive)
Range Increment: Melee blade +5 ft reach, 30 ft mini grenade
Size: Large
Weight: 21 lbs
Ammo: 5 internal mini grenades
Purchase DC: 28
Restriction: Military (+3)
Game Note: Considered a mastercrafted, granting a +1 bonus to attack roles and silver coated. Reloading the mini grenades is done by twisting firing grip then breaking open the shaft like a shotgun, then sliding in the grenades one at a time, two grenades can be loaded in a move action. A speed loader tube will load all in a single move action.


Persecutus aka Revenger
The Persecutus is a Magus Facio upgraded version of the pole-axe, and only granted to high ranking members of the Crux Impetuosa, or those who've shown such bravery in the face of overwhelming odds. Each Persecutus is hand crafted, made by only master weaponsmiths, blessed on holy sites, and as the final act of a ceremony to bless and seal the enchantments must decapitate a vampire, which is usually captured for just this purpose. Persecutus are rare and about one quarter of the ones in use are already heirlooms or considered holy relics issued only to champions of the forces of good. The "standard" Persecutus are all blessed and are specially enchanted for greater damage against vampires, while holy relic versions are usually farther enchanted or seem to develop more powers after many years of service against the vampires and other foes of humanity.

"Standard" Persecutus
Damage: 2d6 +2d6 vs evil creatuers +2d6 vs vampires +1 magical bonus
Critical: 20 x3
Damage Type: Slashing
Range Increment: Melee plus 5 ft reach
Size: Large
Weight: 18 lbs
Purchase DC 33
Restriction: Rare (+4)
Game Note: A +1 magical weapon with the holy and bane (vampire) abilities, silver coated. Anyone wielding a Persecutus gains a circumstance +3 bonus to Reputation within the Knights of the Silver Cross and amongst the vampire hordes.

Avenger
The Avenger is one of the few holy relic level of Persecutus. This pole-axe has been in service of the Knights for about 150 years and is based in Germany usually, and issued only to champions or exceptionally highly ranked members going against particularly powerful vampires.
What made this particular weapon famous was during an invasion of Berlin by vampire forces, lead by a particularly old vampire, who's name was never known, but was at least 450 years old. A whole platoon of Crux Impetuosa lead the defense of Berlin, taking heavy loses in the process. Avenger was wielded by the platoon leader, but was struck down by foul magics used by the lead vampire. As the platoon leader gasped his last few breathes, he thrust his weapon into the hands of a young werewolf who was only a page to one of the regular knights that was fighting along side them. With his last breathe, he told the young page to "avenge those have fallen to protect all of mankind," then fell dead. The young page looked about, trying to find his Knight to give the weapon to as he didn't believe himself worthy of such a task. Just as the page saw his Knight, the lead vampire struck him down with a mighty blow from his sword. With a mighty roar and changing into hybrid form, the page charged the vampire, screaming a prayer to the Heavens, the weapon burst into brilliantly white flames and cleanly removed the head of the vampire.
Following the battle, the young page was welcomed into the Crux Impetuosa and hailed a saviour of Berlin and allowed to keep the weapon, which he dubbed "Avenger" and used until his retirement after 60 long years of fighting evil. He donated it to the Crux Impetuosa armory with the stipulation that it be given to young inductees who show great heart, courage and faith and devote themselves to avenging those who have fallen in the name of God so that they may have the chance to serve.

Avenger
Damage: 2d6 +2 +2d6 vs evil creatures +2d6 vs vampires
Critical: 20 x3
Damage Type: Slashing
Range Increment: Melee +5 ft reach
Size: Large
Weight: 19 lbs
Purchase DC: Unique, but could probably fetch around 67 to the right people
Restriction: Holy Relic, considered illegal to hold outside of the Crux Impetuosa
Game Note/Abilities: A +2 magic weapon, silver coated, grants a +4 bonus to Reputation. In the hands of a werewolf in the Crux Impetuosa, the weapon glows with a holy light when in battle, granting a +2 inspired moral bonus to attack to all allies within 30 ft. If the werewolf is in hybrid form, the weapon also gains the flaming ability dealing additional +1d6 fire damage. If the werewolf has power attack and charges, the Avenger's critical modifier changes to x4 and can deal critical damage to a vampire.
 

TheVengefulKoala

First Post
I'm liking these! They kind of remind me of those ridiculously long-barreled rifles used by the papal knights in Hellsing, right down to the mounted axe-heads. I'm also getting a definite 40k vibe, what with a good chunk of these weapons being family heirlooms and the like.
 

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