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<blockquote data-quote="Rappy" data-source="post: 5875323" data-attributes="member: 58456"><p>Apologies for the belatedness of this post. I had meant to put it up weeks ago, but my grandmother's health has been at a drastic decline.</p><p></p><p>------------------------------------------------------------------------------------------------</p><p></p><p><strong><span style="font-size: 18px"><u>The Infected</u></span></strong></p><p>Within the 23 Hours, it became clear that major government actions had to be taken for not only the most apparent disasters, but those that could not be readily seen: disease. With the chiropteran outbreak in Osaka, the Tyrant/Progenitor Virus outbreaks in the American midwest and east Africa, the Las Plagas outbreak in Spain, degenerative cavern disease (DCD) cases in Transylvania, and other such biohazard nightmares, it is a wonder that disease specialists managed to get any sleep for months after the CLULESS event went global. Organizations such as the Center for Disease Control and various Fictions managed to crack down on most of these disease...but no one is perfect. One such case of diseases slipping through the cracks and managing to getting a nearly disastrous foothold was the Green Flu.</p><p></p><p>Often simply called "the Infection", the Green Flu epidemic struck regions from Pennsylvania to east Louisiana within days of the CLULESS event, spreading like wildfire through Coreline humans. While no one was quite sure what the main cause of the disease was – though much of the infection seemed to be spread through bites in classic plague zombie fashion, the name “Green Flu” and certain infected entities seem to indicate that there is a further vector such as fluid contact or airborne spores – the results were all too clear. While all Fictions seem to be immune to the disease for unknown reasons, only around 1/5 of the Coreline human population carried the right genetic lottery ticket to be immune to the disease. Those that were not so lucky either fled the Green Flu region before its quarantine or became one of the zombies known collectively as the Infected.</p><p></p><p>Note that infected are effectively at their most dangerous in large hordes against first- or low-level players, akin to the small four-team survivors" of the game series they were born from.</p><p></p><p></p><p></p><p><strong><span style="font-size: 12px"><u>Common Infected</u></span></strong></p><p>For what measure they can be considered "common", these run-of-the-mill Infected are the majority of the victims of the Green Flu. Common infected are aggressive, animalistic, and sensitive to intense light and sound, and in appearance are merely pallid-skinned versions of their former selves. Common Infected display unusual behaviors compared to other zombies, such as "moshing" (engaging in group combat against each other) or profusely vomiting when idle, and rushing violently at non-infected organisms when they are spotted. Infected are also not undead zombies so much as an aberrant mutation, akin to the "rage zombies" transported from the <em>28 Days/Weeks Later</em>-verse.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Disease:</strong> Green Flu (injury DC 14; incubation period 1d4 hours; initial 1d2 Wis; secondary 1d3 Int and 1d3 Wis).</p><p></p><p><strong>Horde Tactics (Ex):</strong> In spite of being human-sized, up to four Common Infected can squeeze together into a single 5-foot square. In addition, for every five Common Infected attacking a single target, the participants gain a +1 bonus to attack rolls.</p><p></p><p><strong>Steel Shins (Ex):</strong> Common infected are extremely resistant to damage from pure momentum, often leaping down from great heights. As such, they are immune to fall damage.</p><p></p><p><strong>Common Infected:</strong> CR 1/2; Medium-size Monstrous Humanoid; HD 1d8; HP 4; Mas 13; Init +0; Spd 30 ft.; Defense 10, touch 10, flat-footed 10; BAB +1; Grap +1; Atk +1 melee (1d4, slam) or +1 melee (1d3 plus disease, bite); Full Atk +1 melee (1d4, 2 slams) or +1 melee (1d3 plus disease, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., disease, horde tactics, low-light vision, steel shins; AL none; SV Fort +0, Ref +2, Will +0; AP 0; Rep +0; Str 10, Dex 10, Con 10, Int 4, Wis 6, Cha 5.</p><p><strong>Skills:</strong> Climb +2, Listen -1, Spot -1.</p><p><strong>Feats:</strong> Improved Damage Threshold.</p><p><strong>Advancement:</strong> -.</p><p></p><p></p><p></p><p><strong><u><span style="font-size: 12px">Uncommon Infected</span></u></strong></p><p>"Uncommon" Infected are more or less unique types of Common Infected, created by specific individual situations. The following Uncommon Infected are the main types known to exist. Stats for Uncommon Infected are as per those of Common Infected, with the exception of alterations listed below.</p><p><strong>CEDA Infected:</strong> A member of the disaster relief/biohazard crisis group CEDA whose protective suit has failed to stop a bite from getting through and spreading the Green Flu. CEDA Infected have fire resistant NBC suits in their possessions rather than no listed possessions.</p><p><strong>Clown Infected:</strong> Clown Infected are, as their name implies, people in clown suits from carnivals. While they have no special stats to separate them from the Common Infected, they serve the narrative function of being able to attract Common Infected into hordes.</p><p><strong>Fallen Survivor:</strong> Survivalists before the Green Flu got to them, Fallen Survivors tend to carry various survival-related possessions on them (GM's choice). Fallen survivors have the Run feat instead of Improved Damage Threshold, as well as having a Constitution of 12 rather than 10.</p><p><strong>Mud Man:</strong> The swamp-dwelling Mud Men are muck-laden infected that often run in a quadrupedal gait for reasons unknown. When a Mud Man makes a successful slam attack on a target, the target's eyes are coated in mud, causing them to suffer a -2 penalty to Spot checks for 1d6 rounds. This repeats with each successful slam attack to a maximum of a -6 penalty.</p><p><strong>Riot Infected:</strong> Riot Infected are, as their name implies, kitted out in riot gear. They have tonfas, riot shields, and riot armor. Note that, due to their lack of the correct proficiencies, Riot Infected only get nonproficiency bonuses for their shield and armor, and cannot use their tonfas without a -4 penalty to attack rolls (and thus almost always simply use their fists).</p><p><strong>Worker Infected:</strong> Worker Infected are Infected in construction worker's gear, including sound-proof earmuffs. They automatically fail any Listen checks, but are also immune to any effects or attacks based on auditory functions.</p><p></p><p></p><p></p><p><strong><u><span style="font-size: 12px">General Special Infected Information</span></u></strong></p><p>Of all the victims of the Green Flu, only some individuals end up transforming into "Special Infected": those with unique appearances and abilities beyond that of the Common Infected hordes. In addition to their unique powers and shapes, Special Infected are also notable for usually being more intelligent than Commons. There are eight known Special Infected – the Boomer, Charger, Hunter, Jockey, Smoker, Spitter, Tank, and Witch – though unsubstantiated rumors have also told of a ninth Special Infected called "the Screamer". It is also worthy of note that, while all but one of the Special Infected have mostly only been seen with forms arising from one human sex, it is quite possible that all of them but the Witch can manifest in both male and female forms. All special infected have the Steel Legs trait as per the common infected.</p><p></p><p></p><p></p><p><strong><u><span style="font-size: 12px">Boomer (Special Infected)</span></u></strong></p><p><em>"He slimed me!"</em> - Zoey, first wave survivor</p><p></p><p>Boomers, also known by nicknames such as "fat guy" and "roly poly", is a Special Infected whose human form has altered to be immensely bloated and coated in either pulsating boils or necrotic tissue. While physically weak and not capable of much more sustained damage than a mere Common Infected, the Boomer makes up for his frailty in the ability to vomit forth horrid-smelling green fluid known as Boomer bile. Boomer bile attracts Common Infected to it like a moth to flame, meaning that a Boomer can easily attain plenty of backup as long as there are Commons in the area around him. Similarly, if a Boomer is killed, he explodes in a violent shower of bile that may very well attract a Common horde anyway, as long as it manages to contact a living being. Female Boomers are known to exist, and are sometimes referred to as "Boomettes".</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Bilious Spew (Ex):</strong> Once every 2d6 rounds, a Boomer can vomit forth a 10-foot cone of nauseous liquid known as Boomer bile. Targets that are drenched in Boomer bile treat all foes as if they have total concealment for one round, and then as if they have partial concealment for 1d4 rounds afterward. Furthermore, for 1d6 rounds after the attack is used, bile-drenched individuals are automatically targeted by any Common Infected in a 20-foot radius over all other targets (with the exception of pipe bombs). A successful Reflex save (DC 15) avoids the spew.</p><p></p><p><strong>Booming Death (Ex):</strong> When a Boomer is killed, he explodes violently, forcing anyone within a 10-foot radius that is at the same height or above the boomer (the radius never extends below the Boomer) to make a Reflex save (DC 15) or be treated as if they were struck with the Boomer's bilious spew ability.</p><p></p><p><strong>Boomer:</strong> CR 1; Medium-size Monstrous Humanoid; HD 1d8; HP 4; Mas 10; Init -1; Spd 20 ft.; Defense 9, touch 9, flat-footed 9 (-1 Dex); BAB +1; Grap +0; Atk +0 melee (1d3-1, slam); Full Atk +0 melee (1d3-1, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Bilious spew, booming death, darkvision 60 ft., low-light vision, steel shins; AL none; SV Fort +2, Ref +1, Will +2; AP 0; Rep +0; Str 9, Dex 8, Con 10, Int 8, Wis 10, Cha 5.</p><p><strong>Skills:</strong> Climb +1, Listen +1, Spot +1.</p><p><strong>Feats:</strong> Great Fortitude.</p><p><strong>Advancement:</strong> -.</p><p></p><p></p><p></p><p><strong><u><span style="font-size: 12px">Charger (Special Infected)</span></u></strong></p><p><em>"This...thing's...crushing me!"</em> - Rochelle, second wave survivor</p><p></p><p>The brutish Charger is easily identified by his shriveled left arm, immense ground-scraping right arm, and elephantine skin. He is just as unsubtle as his name implies - roaring like a bull and rushing forward in a powerful charge is his modus operandi, and he does this act of violence quite well. While their method of ocmbat is brute force, chargers seem to show at least some forward planning, often hiding in locations that allow them to charge opponents off of buildings or into the water.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Pounding Charge (Ex):</strong> When a charger succeeds on a bull rush, he automatically begins to grapple the opponent. He deals slam damage each round he maintains the grapple.</p><p></p><p><strong>Charger:</strong> CR 1; Medium-size Monstrous Humanoid; HD 3d8+3; HP 16; Mas 12; Init -1; Spd 30 ft.; Defense 12, touch 9, flat-footed 12 (-1 Dex, +3 natural); BAB +3; Grap +5; Atk +5 melee (1d8+2); Full Atk +5 melee (1d8+2); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., low-light vision, pounding charge, steel shins; AL none; SV Fort +2, Ref +2, Will +3; AP 0; Rep +0; Str 15, Dex 8, Con 12, Int 8, Wis 10, Cha 5.</p><p><strong>Skills:</strong> Climb +3, Hide +2, Listen +1, Spot +1.</p><p><strong>Feats:</strong> Improved Bull Rush, Power Attack.</p><p><strong>Advancement:</strong> -.</p><p></p><p></p><p></p><p><strong><u><span style="font-size: 12px">Hunter (Special Infected)</span></u></strong></p><p><em>"Get it OFF ME!!"</em> Louis, first wave survivor</p><p></p><p>The vicious hunters have fingers that have been twisted into claws and eyes that have shrunken into bloody vestigial organs (yet it still has vision as humanoids know it), as well as the boils and sores that taint the skin of most infected. With instincts akin to a wild cat, the hunter stalks his prey on all fours, letting out a mountain lion-like wail as he leaps across large distances in order to land on and eviscerate his target.</p><p></p><p><strong><u>Species Traits</u></strong></p><p></p><p><strong>Leaping Pounce (Ex):<strong> When a hunter attempts to jump into a square occupied by a Medium-sized character, it can follow up with a full attack.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Prodigious Leap (Ex):</strong> This works as per the jumping jack special quality of the same name.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Skills:</strong> Hunters gain a +8 bonus to Climb and Jump checks.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Feats:</strong> Hunters gain Mobility and Spring Attack as bonus feats.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Hunter:</strong> CR 1; Medium-size Monstrous Humanoid; HD 2d8+2; HP 11; Mas 12; Init +3; Spd 30 ft.; Defense 14, touch 13, flat-footed 11 (+3 Dex, +1 natural); BAB +2; Grap +3; Atk +3 melee (1d6+1, claw); Full Atk +3 melee (1d6+1, 2 claws) and -2 melee (1d4, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., leaping pounce, low-light vision, prodigious leap, steel shins; AL none; SV Fort +1, Ref +6, Will +4; AP 0; Rep +0; Str 13, Dex 16, Con 12, Int 8, Wis 12, Cha 7.</strong></strong></p><p><strong><strong><strong>Skills:</strong> Climb +11, Hide +4, Jump +11.</strong></strong></p><p><strong><strong><strong>Feats:</strong> Dodge, Mobility, Spring Attack.</strong></strong></p><p><strong><strong><strong>Advancement:</strong> -.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[More special infected to come]</strong></strong></p></blockquote><p></p>
[QUOTE="Rappy, post: 5875323, member: 58456"] Apologies for the belatedness of this post. I had meant to put it up weeks ago, but my grandmother's health has been at a drastic decline. ------------------------------------------------------------------------------------------------ [B][SIZE="5"][U]The Infected[/U][/SIZE][/B] Within the 23 Hours, it became clear that major government actions had to be taken for not only the most apparent disasters, but those that could not be readily seen: disease. With the chiropteran outbreak in Osaka, the Tyrant/Progenitor Virus outbreaks in the American midwest and east Africa, the Las Plagas outbreak in Spain, degenerative cavern disease (DCD) cases in Transylvania, and other such biohazard nightmares, it is a wonder that disease specialists managed to get any sleep for months after the CLULESS event went global. Organizations such as the Center for Disease Control and various Fictions managed to crack down on most of these disease...but no one is perfect. One such case of diseases slipping through the cracks and managing to getting a nearly disastrous foothold was the Green Flu. Often simply called "the Infection", the Green Flu epidemic struck regions from Pennsylvania to east Louisiana within days of the CLULESS event, spreading like wildfire through Coreline humans. While no one was quite sure what the main cause of the disease was – though much of the infection seemed to be spread through bites in classic plague zombie fashion, the name “Green Flu” and certain infected entities seem to indicate that there is a further vector such as fluid contact or airborne spores – the results were all too clear. While all Fictions seem to be immune to the disease for unknown reasons, only around 1/5 of the Coreline human population carried the right genetic lottery ticket to be immune to the disease. Those that were not so lucky either fled the Green Flu region before its quarantine or became one of the zombies known collectively as the Infected. Note that infected are effectively at their most dangerous in large hordes against first- or low-level players, akin to the small four-team survivors" of the game series they were born from. [B][SIZE="3"][U]Common Infected[/U][/SIZE][/B] For what measure they can be considered "common", these run-of-the-mill Infected are the majority of the victims of the Green Flu. Common infected are aggressive, animalistic, and sensitive to intense light and sound, and in appearance are merely pallid-skinned versions of their former selves. Common Infected display unusual behaviors compared to other zombies, such as "moshing" (engaging in group combat against each other) or profusely vomiting when idle, and rushing violently at non-infected organisms when they are spotted. Infected are also not undead zombies so much as an aberrant mutation, akin to the "rage zombies" transported from the [I]28 Days/Weeks Later[/I]-verse. [B][U]Species Traits[/U][/B] [B]Disease:[/B] Green Flu (injury DC 14; incubation period 1d4 hours; initial 1d2 Wis; secondary 1d3 Int and 1d3 Wis). [B]Horde Tactics (Ex):[/B] In spite of being human-sized, up to four Common Infected can squeeze together into a single 5-foot square. In addition, for every five Common Infected attacking a single target, the participants gain a +1 bonus to attack rolls. [B]Steel Shins (Ex):[/B] Common infected are extremely resistant to damage from pure momentum, often leaping down from great heights. As such, they are immune to fall damage. [B]Common Infected:[/B] CR 1/2; Medium-size Monstrous Humanoid; HD 1d8; HP 4; Mas 13; Init +0; Spd 30 ft.; Defense 10, touch 10, flat-footed 10; BAB +1; Grap +1; Atk +1 melee (1d4, slam) or +1 melee (1d3 plus disease, bite); Full Atk +1 melee (1d4, 2 slams) or +1 melee (1d3 plus disease, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., disease, horde tactics, low-light vision, steel shins; AL none; SV Fort +0, Ref +2, Will +0; AP 0; Rep +0; Str 10, Dex 10, Con 10, Int 4, Wis 6, Cha 5. [B]Skills:[/B] Climb +2, Listen -1, Spot -1. [B]Feats:[/B] Improved Damage Threshold. [B]Advancement:[/B] -. [B][U][SIZE="3"]Uncommon Infected[/SIZE][/U][/B] "Uncommon" Infected are more or less unique types of Common Infected, created by specific individual situations. The following Uncommon Infected are the main types known to exist. Stats for Uncommon Infected are as per those of Common Infected, with the exception of alterations listed below. [B]CEDA Infected:[/B] A member of the disaster relief/biohazard crisis group CEDA whose protective suit has failed to stop a bite from getting through and spreading the Green Flu. CEDA Infected have fire resistant NBC suits in their possessions rather than no listed possessions. [B]Clown Infected:[/B] Clown Infected are, as their name implies, people in clown suits from carnivals. While they have no special stats to separate them from the Common Infected, they serve the narrative function of being able to attract Common Infected into hordes. [B]Fallen Survivor:[/B] Survivalists before the Green Flu got to them, Fallen Survivors tend to carry various survival-related possessions on them (GM's choice). Fallen survivors have the Run feat instead of Improved Damage Threshold, as well as having a Constitution of 12 rather than 10. [B]Mud Man:[/B] The swamp-dwelling Mud Men are muck-laden infected that often run in a quadrupedal gait for reasons unknown. When a Mud Man makes a successful slam attack on a target, the target's eyes are coated in mud, causing them to suffer a -2 penalty to Spot checks for 1d6 rounds. This repeats with each successful slam attack to a maximum of a -6 penalty. [B]Riot Infected:[/B] Riot Infected are, as their name implies, kitted out in riot gear. They have tonfas, riot shields, and riot armor. Note that, due to their lack of the correct proficiencies, Riot Infected only get nonproficiency bonuses for their shield and armor, and cannot use their tonfas without a -4 penalty to attack rolls (and thus almost always simply use their fists). [B]Worker Infected:[/B] Worker Infected are Infected in construction worker's gear, including sound-proof earmuffs. They automatically fail any Listen checks, but are also immune to any effects or attacks based on auditory functions. [B][U][SIZE="3"]General Special Infected Information[/SIZE][/U][/B] Of all the victims of the Green Flu, only some individuals end up transforming into "Special Infected": those with unique appearances and abilities beyond that of the Common Infected hordes. In addition to their unique powers and shapes, Special Infected are also notable for usually being more intelligent than Commons. There are eight known Special Infected – the Boomer, Charger, Hunter, Jockey, Smoker, Spitter, Tank, and Witch – though unsubstantiated rumors have also told of a ninth Special Infected called "the Screamer". It is also worthy of note that, while all but one of the Special Infected have mostly only been seen with forms arising from one human sex, it is quite possible that all of them but the Witch can manifest in both male and female forms. All special infected have the Steel Legs trait as per the common infected. [B][U][SIZE="3"]Boomer (Special Infected)[/SIZE][/U][/B] [I]"He slimed me!"[/I] - Zoey, first wave survivor Boomers, also known by nicknames such as "fat guy" and "roly poly", is a Special Infected whose human form has altered to be immensely bloated and coated in either pulsating boils or necrotic tissue. While physically weak and not capable of much more sustained damage than a mere Common Infected, the Boomer makes up for his frailty in the ability to vomit forth horrid-smelling green fluid known as Boomer bile. Boomer bile attracts Common Infected to it like a moth to flame, meaning that a Boomer can easily attain plenty of backup as long as there are Commons in the area around him. Similarly, if a Boomer is killed, he explodes in a violent shower of bile that may very well attract a Common horde anyway, as long as it manages to contact a living being. Female Boomers are known to exist, and are sometimes referred to as "Boomettes". [B][U]Species Traits[/U][/B] [B]Bilious Spew (Ex):[/B] Once every 2d6 rounds, a Boomer can vomit forth a 10-foot cone of nauseous liquid known as Boomer bile. Targets that are drenched in Boomer bile treat all foes as if they have total concealment for one round, and then as if they have partial concealment for 1d4 rounds afterward. Furthermore, for 1d6 rounds after the attack is used, bile-drenched individuals are automatically targeted by any Common Infected in a 20-foot radius over all other targets (with the exception of pipe bombs). A successful Reflex save (DC 15) avoids the spew. [B]Booming Death (Ex):[/B] When a Boomer is killed, he explodes violently, forcing anyone within a 10-foot radius that is at the same height or above the boomer (the radius never extends below the Boomer) to make a Reflex save (DC 15) or be treated as if they were struck with the Boomer's bilious spew ability. [B]Boomer:[/B] CR 1; Medium-size Monstrous Humanoid; HD 1d8; HP 4; Mas 10; Init -1; Spd 20 ft.; Defense 9, touch 9, flat-footed 9 (-1 Dex); BAB +1; Grap +0; Atk +0 melee (1d3-1, slam); Full Atk +0 melee (1d3-1, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Bilious spew, booming death, darkvision 60 ft., low-light vision, steel shins; AL none; SV Fort +2, Ref +1, Will +2; AP 0; Rep +0; Str 9, Dex 8, Con 10, Int 8, Wis 10, Cha 5. [B]Skills:[/B] Climb +1, Listen +1, Spot +1. [B]Feats:[/B] Great Fortitude. [B]Advancement:[/B] -. [B][U][SIZE="3"]Charger (Special Infected)[/SIZE][/U][/B] [I]"This...thing's...crushing me!"[/I] - Rochelle, second wave survivor The brutish Charger is easily identified by his shriveled left arm, immense ground-scraping right arm, and elephantine skin. He is just as unsubtle as his name implies - roaring like a bull and rushing forward in a powerful charge is his modus operandi, and he does this act of violence quite well. While their method of ocmbat is brute force, chargers seem to show at least some forward planning, often hiding in locations that allow them to charge opponents off of buildings or into the water. [B][U]Species Traits[/U][/B] [B]Pounding Charge (Ex):[/B] When a charger succeeds on a bull rush, he automatically begins to grapple the opponent. He deals slam damage each round he maintains the grapple. [B]Charger:[/B] CR 1; Medium-size Monstrous Humanoid; HD 3d8+3; HP 16; Mas 12; Init -1; Spd 30 ft.; Defense 12, touch 9, flat-footed 12 (-1 Dex, +3 natural); BAB +3; Grap +5; Atk +5 melee (1d8+2); Full Atk +5 melee (1d8+2); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., low-light vision, pounding charge, steel shins; AL none; SV Fort +2, Ref +2, Will +3; AP 0; Rep +0; Str 15, Dex 8, Con 12, Int 8, Wis 10, Cha 5. [B]Skills:[/B] Climb +3, Hide +2, Listen +1, Spot +1. [B]Feats:[/B] Improved Bull Rush, Power Attack. [B]Advancement:[/B] -. [B][U][SIZE="3"]Hunter (Special Infected)[/SIZE][/U][/B] [I]"Get it OFF ME!!"[/I] Louis, first wave survivor The vicious hunters have fingers that have been twisted into claws and eyes that have shrunken into bloody vestigial organs (yet it still has vision as humanoids know it), as well as the boils and sores that taint the skin of most infected. With instincts akin to a wild cat, the hunter stalks his prey on all fours, letting out a mountain lion-like wail as he leaps across large distances in order to land on and eviscerate his target. [B][U]Species Traits[/U][/B] [b]Leaping Pounce (Ex):[b] When a hunter attempts to jump into a square occupied by a Medium-sized character, it can follow up with a full attack. [b]Prodigious Leap (Ex):[/b] This works as per the jumping jack special quality of the same name. [b]Skills:[/b] Hunters gain a +8 bonus to Climb and Jump checks. [b]Feats:[/b] Hunters gain Mobility and Spring Attack as bonus feats. [b]Hunter:[/b] CR 1; Medium-size Monstrous Humanoid; HD 2d8+2; HP 11; Mas 12; Init +3; Spd 30 ft.; Defense 14, touch 13, flat-footed 11 (+3 Dex, +1 natural); BAB +2; Grap +3; Atk +3 melee (1d6+1, claw); Full Atk +3 melee (1d6+1, 2 claws) and -2 melee (1d4, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., leaping pounce, low-light vision, prodigious leap, steel shins; AL none; SV Fort +1, Ref +6, Will +4; AP 0; Rep +0; Str 13, Dex 16, Con 12, Int 8, Wis 12, Cha 7. [b]Skills:[/b] Climb +11, Hide +4, Jump +11. [b]Feats:[/b] Dodge, Mobility, Spring Attack. [b]Advancement:[/b] -. [More special infected to come][/b][/b] [/QUOTE]
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CORELINE (D20 Modern/D20 BESM Setting).
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