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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 6854867" data-attributes="member: 6668634"><p>Here's another super powered templated.. Loosely based on Quicksilver (pre-House of M/Decimation) with a little influence from Marvel's Avengers Alliance game.</p><p></p><p>Speedster</p><p></p><p>Either through mutation, experimentation or freak accident, the recipient has the ability to move at supernatural speeds, able to keep up with many land vehicles. Along with supernatural speed, the recipient has several other enhancements including enhanced reflexes, perception for noticing things around them as they speed by. Their body is also enhanced to withstand some damage from physical attacks and shocks created from their feet hitting the ground so quickly. Their metabolism is also enhanced to be more efficient, although they require more food daily, they are able to recover from exhaustion and fatigue incredibly quickly, able to get back into action in no time.</p><p>The enhanced speed also enhances their combat capabilities, using their speed to help deal more damage with an unarmed strike.</p><p></p><p>Speedster Template</p><p>The recipient retains all their abilities and gain the following abilities.</p><p>Size: Same</p><p>Hit Points: +0</p><p>Speed: 100 ft, 100 mph (10 chase scale)</p><p>Special Attacks: Blinding Punches, One Mile Punch, Vortex</p><p>Special Qualities: Bulldozer, Elusive, Enhanced Durability, Enhanced Reflexes, Enhanced Senses, Enhanced Stamina, Extraordinary Agility, Increased Appetite, Kinetic Enhanced Attacks, Spring Attack, Super Speed</p><p>Abilities: +1 Con, +4 Dex</p><p>ECL: +4</p><p>PDC: 38</p><p>Requires 10 Fort saves DC 26</p><p></p><p>Bulldozer (Ex)</p><p>The recipient is a powerful force when moving, treated as having the Improved Bull Rush feat, even if the recipient doesn't have the Power Attack feat. When attempting to make a Bull Rush attack, and moves at least 50 feet, gains a +4 bonus, in addition to +2 if charging, to the Strength Check, +1 per 20 feet of speed/distance traveled over 50 feet, and can Bull Rush a target up to two sizes larger. A successful bull rush pushes back the target 10 feet instead of the normal 5, plus an additional 10 feet per 5 points over the opponent's Strength check. The bull rush attempt can be part of an unarmed strike.</p><p></p><p>Elusive (Ex)</p><p>The recipient is very difficult to hit, especially at range. The recipient gains a +2 Dodge bonus in melee and +4 Dodge vs ranged attacks (all ranged attacks the recipient is aware of. Also gains +4 against grapple attempts and Escape Artist checks.</p><p> </p><p>Enhanced Durability (Ex)</p><p>The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.</p><p></p><p>Enhanced Reflexes (Ex)</p><p>The recipient's reflexes are heightened, granting +4 to Reflex saves.</p><p></p><p>Enhanced Senses (Ex)</p><p>The recipient's senses are heightened, granting +4 bonus to Listen, Spot, Search.</p><p></p><p>Enhanced Stamina (Ex)</p><p>The recipient's biology is greatly enhanced, able to go longer and farther before tiring. The recipient can hold breathe 3 times longer than normal, able to run, force march or any other physical activity that would require a Fort save after performing for triple the time before needing to make a Fort save and gains a +4 to the Con or Fort save. Requires only 4 hours of rest to remove Fatigued condition, 30 minutes of rest to remove Exhausted condition. The recipient isn't considered disabled until -10 hit points, able to perform normally until reaching -10 hit points.</p><p></p><p>Extraordinary Agility (Ex) </p><p>The recipient has enhanced agility, gaining +4 to Balance, Jump, Move Silently and Tumble. When falling, treats falls as 20 feet less with a successful Tumble check.</p><p></p><p>Increased Appetite</p><p>The recipient needs at least 50% more food each day than a normal person to fuel their increased speed. Would start to starve 25% sooner than a regular person.</p><p></p><p>Kinetic Enhanced Attacks (Ex)</p><p>As long as the recipient moves at least 20 feet before making a melee attack, they gain a +1 damage per 20 ft traveled for the attack. At vehicle speeds the recipient gains +5 damage per two squares traveled.</p><p></p><p>Spring Attack</p><p>The recipient gains the benefits of the Spring Attack feat, even if they do not possess the prerequisite feats. A recipient can move before and after an attack, and if the recipient has multiple attacks can move before and after each attack per round, but the total movement can not exceed their normal movement (100 ft).</p><p> </p><p>Super Speed (Ex)</p><p>The recipient has superhuman levels of speed, able to run at vehicle speeds (100 mph, 10 chase scale) as normal movement for 5 hours before needing to make a Fort save for exhaustion. The recipient can Run at speed of up to 200 mph (20 chase scale). Treat this as running, with all required checks and penalties associated with it, just at much faster speeds.</p><p></p><p>Blinding Punches</p><p>As a full round attack, the recipient can launch a flurry of attacks against one target within 5 feet (making a 5 foot step). The recipient makes 1d6+2 attacks at -3 to attack roll and -2 damage for each attack, and can only be made with an unarmed or one handed weapon (knife, small hammer, brass knuckles, etc). For each successful hit the recipient makes, the target must make a Fort save DC 14 +1/successful hit or be Dazed for 1 +1 per successful hit after the first rounds.</p><p></p><p>One Mile Punch</p><p>As a full round attack, the recipient charges (and taking the bonuses and penalties associated with a charge) an opponent at least 20 feet away, and makes a melee touch attack dealing 2d6+5 +Str modifier lethal damage. If the recipient takes -2 to attack roll and -5 damage, the recipient can also use their Bulldozer ability, but doesn't gain the bonuses except for distance the opponent is pushed back for a successful bull rush. If the recipient fails the bull rush attempted, the damage is still dealt.</p><p></p><p>Vortex</p><p>As a full round action, the recipient can move quickly attacking all opponents within a 30 foot radius of current position, taking a -4 to attack penalty and -2 to damage from a single attack each. The attack can be made with an unarmed strike or with a single handed light melee weapon (knife, hammer, short sword, etc).</p></blockquote><p></p>
[QUOTE="kronos182, post: 6854867, member: 6668634"] Here's another super powered templated.. Loosely based on Quicksilver (pre-House of M/Decimation) with a little influence from Marvel's Avengers Alliance game. Speedster Either through mutation, experimentation or freak accident, the recipient has the ability to move at supernatural speeds, able to keep up with many land vehicles. Along with supernatural speed, the recipient has several other enhancements including enhanced reflexes, perception for noticing things around them as they speed by. Their body is also enhanced to withstand some damage from physical attacks and shocks created from their feet hitting the ground so quickly. Their metabolism is also enhanced to be more efficient, although they require more food daily, they are able to recover from exhaustion and fatigue incredibly quickly, able to get back into action in no time. The enhanced speed also enhances their combat capabilities, using their speed to help deal more damage with an unarmed strike. Speedster Template The recipient retains all their abilities and gain the following abilities. Size: Same Hit Points: +0 Speed: 100 ft, 100 mph (10 chase scale) Special Attacks: Blinding Punches, One Mile Punch, Vortex Special Qualities: Bulldozer, Elusive, Enhanced Durability, Enhanced Reflexes, Enhanced Senses, Enhanced Stamina, Extraordinary Agility, Increased Appetite, Kinetic Enhanced Attacks, Spring Attack, Super Speed Abilities: +1 Con, +4 Dex ECL: +4 PDC: 38 Requires 10 Fort saves DC 26 Bulldozer (Ex) The recipient is a powerful force when moving, treated as having the Improved Bull Rush feat, even if the recipient doesn't have the Power Attack feat. When attempting to make a Bull Rush attack, and moves at least 50 feet, gains a +4 bonus, in addition to +2 if charging, to the Strength Check, +1 per 20 feet of speed/distance traveled over 50 feet, and can Bull Rush a target up to two sizes larger. A successful bull rush pushes back the target 10 feet instead of the normal 5, plus an additional 10 feet per 5 points over the opponent's Strength check. The bull rush attempt can be part of an unarmed strike. Elusive (Ex) The recipient is very difficult to hit, especially at range. The recipient gains a +2 Dodge bonus in melee and +4 Dodge vs ranged attacks (all ranged attacks the recipient is aware of. Also gains +4 against grapple attempts and Escape Artist checks. Enhanced Durability (Ex) The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10. Enhanced Reflexes (Ex) The recipient's reflexes are heightened, granting +4 to Reflex saves. Enhanced Senses (Ex) The recipient's senses are heightened, granting +4 bonus to Listen, Spot, Search. Enhanced Stamina (Ex) The recipient's biology is greatly enhanced, able to go longer and farther before tiring. The recipient can hold breathe 3 times longer than normal, able to run, force march or any other physical activity that would require a Fort save after performing for triple the time before needing to make a Fort save and gains a +4 to the Con or Fort save. Requires only 4 hours of rest to remove Fatigued condition, 30 minutes of rest to remove Exhausted condition. The recipient isn't considered disabled until -10 hit points, able to perform normally until reaching -10 hit points. Extraordinary Agility (Ex) The recipient has enhanced agility, gaining +4 to Balance, Jump, Move Silently and Tumble. When falling, treats falls as 20 feet less with a successful Tumble check. Increased Appetite The recipient needs at least 50% more food each day than a normal person to fuel their increased speed. Would start to starve 25% sooner than a regular person. Kinetic Enhanced Attacks (Ex) As long as the recipient moves at least 20 feet before making a melee attack, they gain a +1 damage per 20 ft traveled for the attack. At vehicle speeds the recipient gains +5 damage per two squares traveled. Spring Attack The recipient gains the benefits of the Spring Attack feat, even if they do not possess the prerequisite feats. A recipient can move before and after an attack, and if the recipient has multiple attacks can move before and after each attack per round, but the total movement can not exceed their normal movement (100 ft). Super Speed (Ex) The recipient has superhuman levels of speed, able to run at vehicle speeds (100 mph, 10 chase scale) as normal movement for 5 hours before needing to make a Fort save for exhaustion. The recipient can Run at speed of up to 200 mph (20 chase scale). Treat this as running, with all required checks and penalties associated with it, just at much faster speeds. Blinding Punches As a full round attack, the recipient can launch a flurry of attacks against one target within 5 feet (making a 5 foot step). The recipient makes 1d6+2 attacks at -3 to attack roll and -2 damage for each attack, and can only be made with an unarmed or one handed weapon (knife, small hammer, brass knuckles, etc). For each successful hit the recipient makes, the target must make a Fort save DC 14 +1/successful hit or be Dazed for 1 +1 per successful hit after the first rounds. One Mile Punch As a full round attack, the recipient charges (and taking the bonuses and penalties associated with a charge) an opponent at least 20 feet away, and makes a melee touch attack dealing 2d6+5 +Str modifier lethal damage. If the recipient takes -2 to attack roll and -5 damage, the recipient can also use their Bulldozer ability, but doesn't gain the bonuses except for distance the opponent is pushed back for a successful bull rush. If the recipient fails the bull rush attempted, the damage is still dealt. Vortex As a full round action, the recipient can move quickly attacking all opponents within a 30 foot radius of current position, taking a -4 to attack penalty and -2 to damage from a single attack each. The attack can be made with an unarmed strike or with a single handed light melee weapon (knife, hammer, short sword, etc). [/QUOTE]
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