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<blockquote data-quote="marcoasalazarm" data-source="post: 3683456" data-attributes="member: 26698"><p><strong><span style="color: DarkRed">International Kaiju Defense Force (IKDF)</span></strong></p><p>With the potential threat of the Toho kaiju, Felipe Elias' neo-kaiju, American beasts like the Giant Gila Monster or Black Scorpion, and various other giant monster Fictions, the Fiction groups of H.E.A.T. (Godzilla: The Series), JXSDF (or just plain SDF, Toho movies), G-Force (also from Toho movies), and the EDF (Godzilla: Final Wars) have banded together to create the huge network that is the IKDF. With G-Force items like the Super X-3, the mutant soldiers and the Gotengo of the EDF, and various items both Real and Fiction-crafted, the world can safely call them the premier monster fighters.</p><p><strong>Some of the Real-created vehicles used by the IKDF</strong></p><p>Sikorsky H-19 Chickasaw helicopter</p><p>McDonnell Douglas F-4EJ Phantom II (Japanese modified F-4 Phantom II jet)</p><p>Bell Helicopter Textron UH-1 Iroquois "Huey" helicopter</p><p>JMSDF Hatsuyuki-class destroyer</p><p>Boeing F-15 Eagle jet</p><p>Boeing AH-64 Apache helicopter</p><p>Boeing CH-47 Chinook helicopter</p><p>Boeing F/A 18 Hornet jet</p><p>Ohio-class submarine</p><p></p><p><strong>Some of IKDF's Fiction weapons</strong></p><p>Type 66 Maser Cannon</p><p>Typhoon Devastator (often called "Hell's Hurricanes" by some Reals)</p><p>SDF Support Helicopter</p><p>Black Shark Submarine</p><p>G-Force Garuda</p><p>EDF Karyu battle craft</p><p></p><p><strong><span style="color: darkred">The Classic Monsters-What Happened?</span></strong></p><p>The first major event that occured concerning the various kaiju was a battle between the classic Heisei Godzilla and Godzilla 2000 (who shall be simply called H-Goji and 2-Goji from her on) five days after CLULESS. The two monsters felt that the other was invading its chosen territory, and began a massive rumble near Osaka. After a two-day struggle, the slightly faster 2-Goji managed to smash H-Goji into oblivion with a furious atomic blast. Meanwhile, the American Godzilla (Zilla) had been furiously mauled and killed by the tag team of Kumonga and Kamacuras. The youth of Zilla, Zilla Jr. (from Godzilla: The Series), and his more powerful attacks and actual atomic breath managed to fend of the two rampaging invertebrates long enough for IKDF to capture and transport them to Monster Island (a no-fly zone after the Hours, due to the many Toho kaiju trying to be contained on the massive country/continent/whatever). A week later, Zilla Jr. had a small encounter with Anguirus near the Bonin Islands, but seemed to recognize a mutual partner when he saw one. Currently, the locations of the kaiju are mostly well tracked, with the exception of the more flightly or hazardous ones.</p><p><strong>Some Giant Monsters' Current Locales</strong></p><p>Godzilla 2000-Resting in the Marianas Trench.</p><p>Zilla Jr.-Being used as a tool of the IKDF in various situations.</p><p>Kumonga-Monster Island.</p><p>Kamacuras-Monster Island.</p><p>Anguirus-Unknown (possibly Monster Island).</p><p>Baragon-Grand Canyon </p><p>Manda-Inside Mt. Fuji.</p><p>Mothra-Unknown.</p><p>Oodaku-Somewhere in the Caribbean (possibly under the call of Davey Jones.)</p><p>Kamoebas-Nesting in Papua New Guinea.</p><p>King Ghidora-Unknown beyond rumored sightings near the LaGrange colonies and Tatooine.</p><p>Rodan-Unknown (last sighted near Washington, D.C.)</p><p>Gorgo-Licking her wounds near Wales after an attack by a sea serpent.</p><p></p><p></p><p><strong><span style="color: DarkRed">Jaw Rip</span></strong></p><p>You can pull a Kong and crack open an opponent's jaw like a fresh egg.</p><p><strong>Prerequisites:</strong> Dex 13+, Str 13+, Brawl, Improved Grapple.</p><p><strong>Benefit:</strong> While grappling, you do not incur a penalty to inflict lethal damage. If you roll a natural 20 on the opposed grapple check, it is considered a critical hit and requires the victim to make a massive damage (Fortitude) save (DC 15 + your Strength modifier). If the victim fails the save, the victim’s jaw is ripped right off, and his hit point total is immediately reduced to –1. If the save succeeds, the victim suffers no ill effect beyond the loss of hit points. Creatures immune to critical hits are also immune to the effects of massive damage.</p><p><strong>Normal: </strong>Grappling to inflict lethal damage incurs –4 penalty on the grapple check.</p><p></p><p><strong><span style="color: darkred">Forced March</span></strong></p><p>You can move pretty darn fast when you have to, especially when the troops are leaving you behind and you're up to your neck in Bugs.</p><p><strong>Prerequisite: </strong>Endurance.</p><p><strong>Benefit:</strong> You can Hustle (covering 6 miles per hour overland) for 2 hours before requiring a saving throw to avoid damage, and can engage in Forced March movement for 12 hours per day (covering 48 miles) without requiring a save to avoid damage. You gain a +6 on any saving throw to avoid damage from marching or hustling longer than these times (this includes the +4 bonus from the Endurance feat’s bonus, which this feat requires).</p><p><strong>Normal:</strong> Normally a character suffers one point of damage after hustling for 2 hours, and this damage doubles for each hour the character hustles beyond that. When marching, a character normally requires a Fortitude save after 8 hours (DC 10 +1 per hour beyond 8) or the character takes 1-6 points of damage.</p><p></p><p><strong><span style="color: darkred">Black Market</span></strong></p><p>Forget the rules, you have money and connections to the equipment underworld. Having no moral fiber doesn't hurt either...</p><p><strong>Prerequisite: </strong>Knowledge (streetwise) 3 ranks</p><p><strong>Benefit: </strong>You gain a bonus to Requisition checks equal to your Reputation modifier. You may also gain a one-time bonus on a Requisition check by using the Diplomacy skill for bribery.</p><p></p><p>A feat that's more for fun than anything.</p><p><strong><span style="color: DarkRed">Brick Butt</span></strong></p><p>You smack bricks above you...with your head.</p><p><strong>Prerequisites: </strong>Jump 6 ranks, Strength 14+.</p><p><strong>Benefits: </strong>As a full round action, you may make a jumping smack at a brick. After doing so, you must make a Will save (DC 22) or be stunned for 1d6 rounds. If you succeed in your save, you must make a Strength check (DC 24) to break the brick. If you fail, you take 2d4 points of bludgeoning damage. A succesful break has a 50% chance of yielding a temporary +1 Wealth bonus (coins) and a 30% chance of yielding a magic item (like a fire flower or mushroom).</p><p></p><p></p><p></p><p>NEW CLASS:</p><p></p><p><img src="http://upload.wikimedia.org/wikipedia/en/a/a2/Quincy_%28Bleach%29.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><span style="color: mediumturquoise">QUINCY</span></strong></p><p>[code]Class Fort Ref Will Def Rep</p><p>Level BAB Save Save Save Special Bonus Bonus</p><p>1 +1 +1 +1 +1 Soul bow +1 +0</p><p>2 +2 +1 +2 +2 Hollow strike +1 +2 +1</p><p>3 +3 +2 +3 +3 Bonus feat +3 +1</p><p>4 +4 +2 +4 +3 Hirenkyaku 1 +3 +1</p><p>5 +4 +3 +5 +4 Hollow strike +1 +4 +2</p><p>6 +5 +4 +5 +5 Bonus feat +5 +2</p><p>7 +6 +4 +6 +6 Hirenkyaku 2 +6 +3</p><p>8 +7 +5 +7 +6 Ransōtengai +6 +3</p><p>9 +8 +5 +8 +7 Bonus feat +7 +3</p><p>10 +8 +6 +9 +8 Final form +8 +4[/code]</p><p><strong><span style="color: mediumturquoise">Requirements</span></strong></p><p>To become a Quincy, a character must fulfill the following criteria.</p><p><strong>Skills: </strong>Concentration 6 ranks, Knowledge (Theology and philosophy) 6 ranks, Spot 4 ranks.</p><p><strong>Feats:</strong> Archaic Weapons Proficiency, Run, Weapon Focus (one form of bow).</p><p></p><p><strong><span style="color: MediumTurquoise">Class Information</span></strong></p><p><strong>Hit Die</strong></p><p>Quincy gain 1d8 hit points per level. The character’s Constitution modifier applies.</p><p></p><p><strong>Action Points</strong></p><p>Quincy gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they gain a level in this class.</p><p></p><p><strong>Class Skills</strong></p><p>The Quincy's class skills are as follows.</p><p>Balance (Dex), Concentration (Con), Diplomacy (Con), Hide (Dex), Jump (Str), Knowledge (Streetwise, theology and philosophy), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).</p><p></p><p><strong><span style="color: mediumturquoise">Class Features</span></strong></p><p><strong>Soul Bow</strong></p><p>At 1st level, the Quincy treats his bow as a holy weapon for purposes of damage.</p><p></p><p><strong>Hollow Strike</strong></p><p>At 2nd level, the Quincy hones his skills at taking down Hollows. He deals an added 1d6 points of energy damage to any undead classified as a Hollow. At 5th level, this increases to 2d6.</p><p></p><p><strong>Bonus Feats</strong></p><p>At 3rd, 6th, and 9th levels, the Quincy chooses a bonus feat from the following list. He must meet all the prerequisites.</p><p>Acrobatic, Action Boost, Alertness, Blind-Fight, Combat Reflexes, Dead Aim, Dodge, Far Shot, Fleet of Foot, Focused, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Spring Attack, Urban Tracking, Quick Draw.</p><p></p><p><strong>Hirenkyaku</strong></p><p>At 4th level, the Quincy can use the spiritual energy in the air to propel him. At the cost of an action point, he may increase his speed to 50 ft. and gains a +8 to Jump checks for 2d8 rounds. At 7th level, the duration increases to 2d10 rounds.</p><p></p><p><strong>Ransōtengai</strong></p><p>At 8th level, a Quincy can puppeteer his own neural strands to move beyond what his body would allow. By spending an action point, he fully negates the effects of paralysis or negative hp to his body.</p><p></p><p><strong>Final Form</strong></p><p>At 10th level, a Quincy can go into his final form, shedding his Quincy glove for unbridled raw power. As a full round action, he may pretty much "go nuclear", gaining a +4 to Strength, Dexterity, and Constitution for 2d10 rounds, but he loses all his other class features by doing so. To regain them, he must be dealt at least 1d6 points of damage from an arrow shot 19mm away from his heart.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3683456, member: 26698"] [B][COLOR="DarkRed"]International Kaiju Defense Force (IKDF)[/COLOR][/B] With the potential threat of the Toho kaiju, Felipe Elias' neo-kaiju, American beasts like the Giant Gila Monster or Black Scorpion, and various other giant monster Fictions, the Fiction groups of H.E.A.T. (Godzilla: The Series), JXSDF (or just plain SDF, Toho movies), G-Force (also from Toho movies), and the EDF (Godzilla: Final Wars) have banded together to create the huge network that is the IKDF. With G-Force items like the Super X-3, the mutant soldiers and the Gotengo of the EDF, and various items both Real and Fiction-crafted, the world can safely call them the premier monster fighters. [B]Some of the Real-created vehicles used by the IKDF[/B] Sikorsky H-19 Chickasaw helicopter McDonnell Douglas F-4EJ Phantom II (Japanese modified F-4 Phantom II jet) Bell Helicopter Textron UH-1 Iroquois "Huey" helicopter JMSDF Hatsuyuki-class destroyer Boeing F-15 Eagle jet Boeing AH-64 Apache helicopter Boeing CH-47 Chinook helicopter Boeing F/A 18 Hornet jet Ohio-class submarine [B]Some of IKDF's Fiction weapons[/B] Type 66 Maser Cannon Typhoon Devastator (often called "Hell's Hurricanes" by some Reals) SDF Support Helicopter Black Shark Submarine G-Force Garuda EDF Karyu battle craft [B][COLOR="darkred"]The Classic Monsters-What Happened?[/COLOR][/B] The first major event that occured concerning the various kaiju was a battle between the classic Heisei Godzilla and Godzilla 2000 (who shall be simply called H-Goji and 2-Goji from her on) five days after CLULESS. The two monsters felt that the other was invading its chosen territory, and began a massive rumble near Osaka. After a two-day struggle, the slightly faster 2-Goji managed to smash H-Goji into oblivion with a furious atomic blast. Meanwhile, the American Godzilla (Zilla) had been furiously mauled and killed by the tag team of Kumonga and Kamacuras. The youth of Zilla, Zilla Jr. (from Godzilla: The Series), and his more powerful attacks and actual atomic breath managed to fend of the two rampaging invertebrates long enough for IKDF to capture and transport them to Monster Island (a no-fly zone after the Hours, due to the many Toho kaiju trying to be contained on the massive country/continent/whatever). A week later, Zilla Jr. had a small encounter with Anguirus near the Bonin Islands, but seemed to recognize a mutual partner when he saw one. Currently, the locations of the kaiju are mostly well tracked, with the exception of the more flightly or hazardous ones. [B]Some Giant Monsters' Current Locales[/B] Godzilla 2000-Resting in the Marianas Trench. Zilla Jr.-Being used as a tool of the IKDF in various situations. Kumonga-Monster Island. Kamacuras-Monster Island. Anguirus-Unknown (possibly Monster Island). Baragon-Grand Canyon Manda-Inside Mt. Fuji. Mothra-Unknown. Oodaku-Somewhere in the Caribbean (possibly under the call of Davey Jones.) Kamoebas-Nesting in Papua New Guinea. King Ghidora-Unknown beyond rumored sightings near the LaGrange colonies and Tatooine. Rodan-Unknown (last sighted near Washington, D.C.) Gorgo-Licking her wounds near Wales after an attack by a sea serpent. [B][COLOR="DarkRed"]Jaw Rip[/COLOR][/B] You can pull a Kong and crack open an opponent's jaw like a fresh egg. [B]Prerequisites:[/B] Dex 13+, Str 13+, Brawl, Improved Grapple. [B]Benefit:[/B] While grappling, you do not incur a penalty to inflict lethal damage. If you roll a natural 20 on the opposed grapple check, it is considered a critical hit and requires the victim to make a massive damage (Fortitude) save (DC 15 + your Strength modifier). If the victim fails the save, the victim’s jaw is ripped right off, and his hit point total is immediately reduced to –1. If the save succeeds, the victim suffers no ill effect beyond the loss of hit points. Creatures immune to critical hits are also immune to the effects of massive damage. [B]Normal: [/B]Grappling to inflict lethal damage incurs –4 penalty on the grapple check. [B][COLOR="darkred"]Forced March[/COLOR][/B] You can move pretty darn fast when you have to, especially when the troops are leaving you behind and you're up to your neck in Bugs. [B]Prerequisite: [/B]Endurance. [B]Benefit:[/B] You can Hustle (covering 6 miles per hour overland) for 2 hours before requiring a saving throw to avoid damage, and can engage in Forced March movement for 12 hours per day (covering 48 miles) without requiring a save to avoid damage. You gain a +6 on any saving throw to avoid damage from marching or hustling longer than these times (this includes the +4 bonus from the Endurance feat’s bonus, which this feat requires). [B]Normal:[/B] Normally a character suffers one point of damage after hustling for 2 hours, and this damage doubles for each hour the character hustles beyond that. When marching, a character normally requires a Fortitude save after 8 hours (DC 10 +1 per hour beyond 8) or the character takes 1-6 points of damage. [B][COLOR="darkred"]Black Market[/COLOR][/B] Forget the rules, you have money and connections to the equipment underworld. Having no moral fiber doesn't hurt either... [B]Prerequisite: [/B]Knowledge (streetwise) 3 ranks [B]Benefit: [/B]You gain a bonus to Requisition checks equal to your Reputation modifier. You may also gain a one-time bonus on a Requisition check by using the Diplomacy skill for bribery. A feat that's more for fun than anything. [B][COLOR="DarkRed"]Brick Butt[/COLOR][/B] You smack bricks above you...with your head. [B]Prerequisites: [/B]Jump 6 ranks, Strength 14+. [B]Benefits: [/B]As a full round action, you may make a jumping smack at a brick. After doing so, you must make a Will save (DC 22) or be stunned for 1d6 rounds. If you succeed in your save, you must make a Strength check (DC 24) to break the brick. If you fail, you take 2d4 points of bludgeoning damage. A succesful break has a 50% chance of yielding a temporary +1 Wealth bonus (coins) and a 30% chance of yielding a magic item (like a fire flower or mushroom). NEW CLASS: [img]http://upload.wikimedia.org/wikipedia/en/a/a2/Quincy_%28Bleach%29.jpg[/img] [B][COLOR="mediumturquoise"]QUINCY[/COLOR][/B] [code]Class Fort Ref Will Def Rep Level BAB Save Save Save Special Bonus Bonus 1 +1 +1 +1 +1 Soul bow +1 +0 2 +2 +1 +2 +2 Hollow strike +1 +2 +1 3 +3 +2 +3 +3 Bonus feat +3 +1 4 +4 +2 +4 +3 Hirenkyaku 1 +3 +1 5 +4 +3 +5 +4 Hollow strike +1 +4 +2 6 +5 +4 +5 +5 Bonus feat +5 +2 7 +6 +4 +6 +6 Hirenkyaku 2 +6 +3 8 +7 +5 +7 +6 Ransōtengai +6 +3 9 +8 +5 +8 +7 Bonus feat +7 +3 10 +8 +6 +9 +8 Final form +8 +4[/code] [B][COLOR="mediumturquoise"]Requirements[/COLOR][/B] To become a Quincy, a character must fulfill the following criteria. [B]Skills: [/B]Concentration 6 ranks, Knowledge (Theology and philosophy) 6 ranks, Spot 4 ranks. [B]Feats:[/B] Archaic Weapons Proficiency, Run, Weapon Focus (one form of bow). [B][COLOR="MediumTurquoise"]Class Information[/COLOR][/B] [B]Hit Die[/B] Quincy gain 1d8 hit points per level. The character’s Constitution modifier applies. [B]Action Points[/B] Quincy gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they gain a level in this class. [B]Class Skills[/B] The Quincy's class skills are as follows. Balance (Dex), Concentration (Con), Diplomacy (Con), Hide (Dex), Jump (Str), Knowledge (Streetwise, theology and philosophy), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex). [B][COLOR="mediumturquoise"]Class Features[/COLOR][/B] [B]Soul Bow[/B] At 1st level, the Quincy treats his bow as a holy weapon for purposes of damage. [B]Hollow Strike[/B] At 2nd level, the Quincy hones his skills at taking down Hollows. He deals an added 1d6 points of energy damage to any undead classified as a Hollow. At 5th level, this increases to 2d6. [B]Bonus Feats[/B] At 3rd, 6th, and 9th levels, the Quincy chooses a bonus feat from the following list. He must meet all the prerequisites. Acrobatic, Action Boost, Alertness, Blind-Fight, Combat Reflexes, Dead Aim, Dodge, Far Shot, Fleet of Foot, Focused, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Spring Attack, Urban Tracking, Quick Draw. [B]Hirenkyaku[/B] At 4th level, the Quincy can use the spiritual energy in the air to propel him. At the cost of an action point, he may increase his speed to 50 ft. and gains a +8 to Jump checks for 2d8 rounds. At 7th level, the duration increases to 2d10 rounds. [B]Ransōtengai[/B] At 8th level, a Quincy can puppeteer his own neural strands to move beyond what his body would allow. By spending an action point, he fully negates the effects of paralysis or negative hp to his body. [B]Final Form[/B] At 10th level, a Quincy can go into his final form, shedding his Quincy glove for unbridled raw power. As a full round action, he may pretty much "go nuclear", gaining a +4 to Strength, Dexterity, and Constitution for 2d10 rounds, but he loses all his other class features by doing so. To regain them, he must be dealt at least 1d6 points of damage from an arrow shot 19mm away from his heart. [/QUOTE]
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