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<blockquote data-quote="kronos182" data-source="post: 7471412" data-attributes="member: 6668634"><p><span style="font-size: 12px">Steve Rogers, Captain America Earth 12131, aka Stevie Rogers Major America</span></p><p><span style="font-size: 12px"></span></p><p>Steve Rogers, the young weak man that became the first Super Soldier, known famously as Captain America. Due to the 23 Hours, several versions, and even multiple copies of the same versions, appeared. True to Captain America's heroism and selflessness, they all helped anyway they could to save people, and unfortunately, many died, or simply vanished. </p><p>One of those versions of Steve Rogers, a version from Earth 12131 (based on the game Marvel Avengers Alliance), survived, and continued to work with the United States of America's government and is currently working with one of the many versions of the Avengers that is focusing on hunting down elements of A.I.M., Hydra and any other evil powers that are searching for the few fragments of ISO-8 that managed to come to Coreline Earth. To separate himself from any other Captain Americas, he changed his name to Stevie Rogers was promoted by the US Army to the rank of Major. His uniform is modelled similar to the one from the Captain America: Civil War movie, only with darker colours and upgraded with additional armour plating and equipment to bring him more up to date with technology, and integrate into the U.S. Military data and communication networks.</p><p>Personality wise, very similar to the Captain America from the Avengers Assemble, a team player and leader, working well with his teammates, easily switching from defensive or offensive actions and co-ordinating combined attacks. Stevie is more willing to use guns and kill when necessary than other Captain Americas, but will usually shot to wound, or when there are no civilians nearby risking innocent bystanders. While on mission he is all business, focused on the mission and getting his team home safe, and protecting innocents from evil groups such as A.I.M., Hydra and other groups. Stevie Rogers is a little obsessed with disbanding both Hydra and A.I.M. most of all, but works to rid Coreline of all evil groups, including AOH, or at least the more violent groups of AOH, that he spends a lot of time looking for them, even spending many off hours investigating sightings or reports.</p><p> He is currently leading a small Avengers offshoot team with several other members from Earth 12131, plus a few other members not from his Earth, called The 31st. He is currently in a relationship with fellow 31st member Katelyn Bishop, although with his obsession with finding and ending A.I.M. and such groups does put some strain on their relationship.</p><p></p><p>Stevie Rogers, Major America</p><p>4 Strong/Charismatic 3/Tough 2</p><p>Type: Super Soldier Human</p><p>Size: Medium</p><p>CR: 12</p><p>Hit Points: 4d10+20 hp plus 3d10+20 plus 2d10+10; 97</p><p>Mas: 20</p><p>Init: +5</p><p>Speed: 35 ft</p><p>Defense: 26, 17 Touch (+7 Class +5 Dex +4 Equipment)</p><p>BAB/Grp: +6/+1 /+11</p><p>FS/Reach: 5 ft/ 5 ft</p><p>Attacks: Shield strike +11 melee 1d8+8 bludgeoning or slashing and Unarmed Strike +5 melee 1d4+8; or Colt M1911 +12/+7 ranged 2d6+1 ballistic.</p><p>Special Attacks: Shield Throw, Leading Strike, Shield StrikeSpecial Qualities: Enhanced Durability, Enhanced Healing, Enhanced Strength, Heightened Scenes, Heightened Mental Acuity, Heightened Reflexes, Mental Resilience, Toxin Resistance, DR 1/-, War Hero, Defensive Stance, Shield Guard, Assemble!, Take Charge</p><p>Allegiances: US Army, Avengers, Super Heroes, The 31st, S.H.I.E.L.D.</p><p>Saves: Fort +11, Reflex +10, Will +5</p><p>Reputation: +3</p><p>Abilities: Str 20 (originally 9), Dex 20 (originally 12), Con 20 (originally 8), Int 16 (originally 14), Wis 16 (originally 14), Cha 14 (originally 12)</p><p>Skills: Balance +8, Bluff +4, Climb +9, Diplomacy +7, Drive +8, Gather Information +7, Intimidate +6, Jump +9, Knowledge Tactics +7, Listen +9, Move Silently +11, Profession Soldier +5, Search +9, Spot +11, Survival +7, Swim +9 Treat Injury +6</p><p>Feats: Simple Weapons Proficiency, Power Attack, Exotic Weapon Proficiency (Shield), Armour Proficiency Light, Personal Firearms Proficiency, Combat Martial Arts, Combat Expertise, Combat Reflexes, Cleave</p><p>Talents: Melee Smash, Improved Melee Smash, Coordinate, Inspiration, Damage Reduction</p><p>Possessions: Vibranium Shield, Custom Colt M1911 (.45), 4 magazines, Major America armour, 3 frag grenades, 3 sonic pulse grenades, fast first aid kit</p><p>Action Points: 19</p><p></p><p><strong>Combat</strong></p><p>Major America is a combat expert, specializing in use of a shield and unarmed combat. While he is also skilled in the use of firearms, he prefers not to use them unless necessary. He has developed a number of unique combat maneuvers that center around the use of his shield and unarmed combat, knocking opponents off balance for quick counter strikes.</p><p></p><p></p><p><strong>Enhanced Durability (Ex)</strong></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>Each level when rolling for Hit Points, if the roll is below 5, instead gains 5, plus any bonus from Con.</p><p></p><p><strong>Enhanced Healing (Ex)</strong></p><p>The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.</p><p></p><p><strong>Enhanced Strength (Ex) </strong></p><p>The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal + Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled.</p><p></p><p><strong>Heightened Senses (Ex)</strong></p><p>The recipient's senses are heightened, granting +2 bonus to Listen, Spot, Search.</p><p></p><p><strong>Heightened Mental Acuity (Ex)</strong></p><p>Pick two skills that use Int, Wis or Cha, they are now class skills and gain a +2 bonus.</p><p></p><p><strong>Heightened Reflexes (Ex)</strong></p><p>Gains +2 bonus to Reflex saves.</p><p></p><p><strong>Mental Resilience (Ex)</strong></p><p>The recipient has their mental defenses enhanced, gaining a +2 to all saves against mental attacks (includes but not limited to suggestions, compulsion, illusions, intimidation, possession, and any other attacks that affect the mind, including ability drain and damage to Int, Wis and Cha).</p><p></p><p><strong>Toxin Resistance (Ex)</strong></p><p>The recipient is resistant to toxins and poisons, gaining +2 to saves against toxins and poisons.</p><p></p><p><strong>War Hero</strong></p><p>Stevie Rogers is a hero from WWII, granting him +5 Reputation with militaries, governments and history buffs. When using Coordinate or Inspiration talents on anyone with military affiliation the range, bonuses and duration are tripled, and can Coordinate or Inspire 3 people per Character Level.</p><p></p><p><strong>Defensive Stance</strong></p><p>As long as Stevie Rogers has his shield in hand, any attack that would deal damage to him, he can make a Reflex save DC attack roll that hit him, and position his shield to block and absorb the damage. Failed save takes damage as normal.</p><p></p><p><strong>Shield Throw</strong></p><p>Major America has developed a technique to throw his shield, striking several targets, and have it return back to him. As a full round attack, he can throw the shield a total distance of 100 ft which includes the return distance to him, striking up to 6 targets, who must be within 20 ft of the previous target struck. He makes one attack roll at his normal ranged attack bonus -2 for each target struck after the first one. If the total roll is enough to strike each target, they all take damage 1d8+3 bludgeoning, and are exposed, and the shield returns, as long as the total distance travelled is 100 ft or less, and Stevie makes a Reflex save DC his attack roll to catch the shield. An exposed character leaves themselves open to attacks of opportunities. Actions that normally do not provoke an attack of opportunity now do, such as exceptionally powerful melee attacks or being tripped by an invisible opponents. GM's digression, a Power Attack using all of the character's Base Attack Bonus for damage could qualify to make the character exposed. Typically lasts 1 round.</p><p>If the attack roll isn't enough to strike a target, it merely bounces of their armour, or a nearby target, and increases Stevie's Reflex save DC to catch the shield by +2 per missed target. </p><p>If a target that the shield misses has Combat Reflexes feat and hasn't used up their attacks of opportunities for the round, they can attempt to attack the shield with a melee attack at -5 to attack roll, a successful hit knocks the shield off course, causing it to hit the ground or nearby object and stop, while a missed attack simply misses the shield.</p><p></p><p><strong>Leading Strike</strong></p><p>As a full round action, Major America makes an unarmed melee strike against a target at -5 to attack roll, and deals damage like normal, but the target must make a Reflex save DC Major America's attack roll + damage dealt, or is now considered Fumbling for 1d4 rounds. A fumbling character provokes attacks of opportunities when performing any action, including those that don't normally provoke attacks of opportunity, don't add their Dex modifier to Defense, and suffer -2 to attack rolls and any skill checks that require fine control.</p><p></p><p><strong>Shield Guard</strong></p><p>While Major America has his shield in hand, he can pick a friendly within 10 feet of him and apply his shield bonus and half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, or use his shield offensively.</p><p></p><p><strong>Assemble!</strong></p><p>When within 30 feet of any member of the Avengers or the 31st that attacks an opponent within 30 ft of Major America, he can immediately attack that target, using up one of his attacks of opportunities for the round, at base attack bonus -5, as long as he is able to attack that target.</p><p></p><p><strong>Take Charge</strong></p><p>When using his Coordinate talent, Major America can chose instead of providing a +1 bonus to attacks and skill checks, can instead grant one of two abilities with a successful Cha check DC 15: 1 Ranged Awareness, granting all affected allies +1 Dodge bonus to ranged attacks; 2 Offensive Operations, granting all affected allies the ability to use an attack of opportunity against an opponent within 30 feet that damages an ally within 30 ft with a melee attack. </p><p></p><p><strong>Shield Strike</strong></p><p>Major America leaps to attack a target within 15 feet as a full round attack and drops down on target hitting with shield, and dealing damage to the target and damaging those nearby. Major America must make a successful Jump Check DC 17 followed by melee attack at -4, but a successful attack deals 3d8+12 bludgeoning damage, critical x3 to the target struck, plus deals 1d6 concussion damage in a 10 ft area, Reflex DC 15 for half damage. If the attack misses its initial target, the concussion damage is still dealt.</p><p></p><p><span style="font-size: 12px">Vibranium Shield</span></p><p>Major America's shield is made of a nearly indestructible material known as vibranium, which he uses as both a means of defense and as an offensive weapon. Vibranium has the unique ability to absorb or amplify sonic energy, rendering nearly any sonic attacks against Major America greatly reduced.</p><p>The shield has a large white star and several blue and white circles on it, similar to the shield Steve Rogers used in the movie Winter Soldier.</p><p></p><p>Vibranium Shield (PL5)</p><p>Size: Medium item</p><p>Type: Shield</p><p>Equipment Bonus: +4</p><p>Nonprof. Bonus: +2</p><p>Armour Penalty: -1</p><p>Weight: 3 lbs</p><p>Purchase DC: 34 </p><p>Restriction: Unique +5</p><p>Notes: Vibranium, Grants wielder Sonic Resistance 15, Shield has DR 20, Shield attacks deals 1d8 bludgeoning damage.</p><p>Major America can use the edge of the shield to strike with, allowing him to deal slashing damage if he choses instead of bludgeoning.</p><p></p><p><span style="font-size: 12px">Custom Colt M1911 </span></p><p>Major America's hand weapon of choice is the service pistol he used during WWII, a .45 Colt M1911. It has been customized for him personally, with such modifications as expanded magazine, better accuracy, range and damage.</p><p></p><p>Major America's Custom Colt M1911 (.45 autoloader)</p><p>Damage: 2d6+1</p><p>Critical: 20</p><p>Damage Type: ballistic</p><p>Range Increment: 60 ft</p><p>Rate of Fire: S</p><p>Size: Small</p><p>Weight: 4 lbs</p><p>Ammo: 14 box</p><p>Purchase DC: 23 Unique (+4)</p><p>Notes: Customized +1 to attack for Major America, -1 to anyone else, expanded magazine gadget, improved damage gadget, extended range gadget.</p><p></p><p><span style="font-size: 12px">Major America's Armour</span></p><p>This armour is a full body jump suit made of advanced ballistic material including kevlar and titanium, allowing excellent resistance and protection with freedom of movement. Additional plates protect the torso, arms and legs. The helmet includes a military radio, cell phone, display glasses with built in binoculars, night vision goggles, and anti glare protection against flash grenades. A card computer mounted on the left arm handles the communications and allows Major America to view mission updates on his helmet's display glasses. Multiple pockets and holsters allow for quick access to magazines, grenades and other tools. A quick release mount on his back allows for quick drawing and holstering the shield. A flash light is mounted on the left arm and helmet.</p><p>This armour is modelled similar to that Captain America wore in Civil War, only with darker shades.</p><p></p><p>Major America's Armour (PL5-6)</p><p>Type: Light</p><p>Equipment Bonus: +4</p><p>Nonprof. Bonus: +2</p><p>Max Dex: +6</p><p>Armour Penalty: -3</p><p>Speed (30 ft): 30 ft</p><p>Weight: 6 lbs</p><p>Purchase DC: 20 </p><p>Restriction: Mil (+3)</p><p>Notes: +4 to saves vs flash grenades and gaze attacks, darkvision 60 ft (-4 search and spot when active).</p><p>Accessories: Military radio, cell phone, GPS, card computer, display glasses, binoculars, 2 flashlights (left arm and helmet mounted), night vision goggles.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7471412, member: 6668634"] [SIZE=3]Steve Rogers, Captain America Earth 12131, aka Stevie Rogers Major America [/SIZE] Steve Rogers, the young weak man that became the first Super Soldier, known famously as Captain America. Due to the 23 Hours, several versions, and even multiple copies of the same versions, appeared. True to Captain America's heroism and selflessness, they all helped anyway they could to save people, and unfortunately, many died, or simply vanished. One of those versions of Steve Rogers, a version from Earth 12131 (based on the game Marvel Avengers Alliance), survived, and continued to work with the United States of America's government and is currently working with one of the many versions of the Avengers that is focusing on hunting down elements of A.I.M., Hydra and any other evil powers that are searching for the few fragments of ISO-8 that managed to come to Coreline Earth. To separate himself from any other Captain Americas, he changed his name to Stevie Rogers was promoted by the US Army to the rank of Major. His uniform is modelled similar to the one from the Captain America: Civil War movie, only with darker colours and upgraded with additional armour plating and equipment to bring him more up to date with technology, and integrate into the U.S. Military data and communication networks. Personality wise, very similar to the Captain America from the Avengers Assemble, a team player and leader, working well with his teammates, easily switching from defensive or offensive actions and co-ordinating combined attacks. Stevie is more willing to use guns and kill when necessary than other Captain Americas, but will usually shot to wound, or when there are no civilians nearby risking innocent bystanders. While on mission he is all business, focused on the mission and getting his team home safe, and protecting innocents from evil groups such as A.I.M., Hydra and other groups. Stevie Rogers is a little obsessed with disbanding both Hydra and A.I.M. most of all, but works to rid Coreline of all evil groups, including AOH, or at least the more violent groups of AOH, that he spends a lot of time looking for them, even spending many off hours investigating sightings or reports. He is currently leading a small Avengers offshoot team with several other members from Earth 12131, plus a few other members not from his Earth, called The 31st. He is currently in a relationship with fellow 31st member Katelyn Bishop, although with his obsession with finding and ending A.I.M. and such groups does put some strain on their relationship. Stevie Rogers, Major America 4 Strong/Charismatic 3/Tough 2 Type: Super Soldier Human Size: Medium CR: 12 Hit Points: 4d10+20 hp plus 3d10+20 plus 2d10+10; 97 Mas: 20 Init: +5 Speed: 35 ft Defense: 26, 17 Touch (+7 Class +5 Dex +4 Equipment) BAB/Grp: +6/+1 /+11 FS/Reach: 5 ft/ 5 ft Attacks: Shield strike +11 melee 1d8+8 bludgeoning or slashing and Unarmed Strike +5 melee 1d4+8; or Colt M1911 +12/+7 ranged 2d6+1 ballistic. Special Attacks: Shield Throw, Leading Strike, Shield StrikeSpecial Qualities: Enhanced Durability, Enhanced Healing, Enhanced Strength, Heightened Scenes, Heightened Mental Acuity, Heightened Reflexes, Mental Resilience, Toxin Resistance, DR 1/-, War Hero, Defensive Stance, Shield Guard, Assemble!, Take Charge Allegiances: US Army, Avengers, Super Heroes, The 31st, S.H.I.E.L.D. Saves: Fort +11, Reflex +10, Will +5 Reputation: +3 Abilities: Str 20 (originally 9), Dex 20 (originally 12), Con 20 (originally 8), Int 16 (originally 14), Wis 16 (originally 14), Cha 14 (originally 12) Skills: Balance +8, Bluff +4, Climb +9, Diplomacy +7, Drive +8, Gather Information +7, Intimidate +6, Jump +9, Knowledge Tactics +7, Listen +9, Move Silently +11, Profession Soldier +5, Search +9, Spot +11, Survival +7, Swim +9 Treat Injury +6 Feats: Simple Weapons Proficiency, Power Attack, Exotic Weapon Proficiency (Shield), Armour Proficiency Light, Personal Firearms Proficiency, Combat Martial Arts, Combat Expertise, Combat Reflexes, Cleave Talents: Melee Smash, Improved Melee Smash, Coordinate, Inspiration, Damage Reduction Possessions: Vibranium Shield, Custom Colt M1911 (.45), 4 magazines, Major America armour, 3 frag grenades, 3 sonic pulse grenades, fast first aid kit Action Points: 19 [B]Combat[/B] Major America is a combat expert, specializing in use of a shield and unarmed combat. While he is also skilled in the use of firearms, he prefers not to use them unless necessary. He has developed a number of unique combat maneuvers that center around the use of his shield and unarmed combat, knocking opponents off balance for quick counter strikes. [B]Enhanced Durability (Ex)[/B] 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. Each level when rolling for Hit Points, if the roll is below 5, instead gains 5, plus any bonus from Con. [B]Enhanced Healing (Ex)[/B] The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level. [B]Enhanced Strength (Ex) [/B] The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal + Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled. [B]Heightened Senses (Ex)[/B] The recipient's senses are heightened, granting +2 bonus to Listen, Spot, Search. [B]Heightened Mental Acuity (Ex)[/B] Pick two skills that use Int, Wis or Cha, they are now class skills and gain a +2 bonus. [B]Heightened Reflexes (Ex)[/B] Gains +2 bonus to Reflex saves. [B]Mental Resilience (Ex)[/B] The recipient has their mental defenses enhanced, gaining a +2 to all saves against mental attacks (includes but not limited to suggestions, compulsion, illusions, intimidation, possession, and any other attacks that affect the mind, including ability drain and damage to Int, Wis and Cha). [B]Toxin Resistance (Ex)[/B] The recipient is resistant to toxins and poisons, gaining +2 to saves against toxins and poisons. [B]War Hero[/B] Stevie Rogers is a hero from WWII, granting him +5 Reputation with militaries, governments and history buffs. When using Coordinate or Inspiration talents on anyone with military affiliation the range, bonuses and duration are tripled, and can Coordinate or Inspire 3 people per Character Level. [B]Defensive Stance[/B] As long as Stevie Rogers has his shield in hand, any attack that would deal damage to him, he can make a Reflex save DC attack roll that hit him, and position his shield to block and absorb the damage. Failed save takes damage as normal. [B]Shield Throw[/B] Major America has developed a technique to throw his shield, striking several targets, and have it return back to him. As a full round attack, he can throw the shield a total distance of 100 ft which includes the return distance to him, striking up to 6 targets, who must be within 20 ft of the previous target struck. He makes one attack roll at his normal ranged attack bonus -2 for each target struck after the first one. If the total roll is enough to strike each target, they all take damage 1d8+3 bludgeoning, and are exposed, and the shield returns, as long as the total distance travelled is 100 ft or less, and Stevie makes a Reflex save DC his attack roll to catch the shield. An exposed character leaves themselves open to attacks of opportunities. Actions that normally do not provoke an attack of opportunity now do, such as exceptionally powerful melee attacks or being tripped by an invisible opponents. GM's digression, a Power Attack using all of the character's Base Attack Bonus for damage could qualify to make the character exposed. Typically lasts 1 round. If the attack roll isn't enough to strike a target, it merely bounces of their armour, or a nearby target, and increases Stevie's Reflex save DC to catch the shield by +2 per missed target. If a target that the shield misses has Combat Reflexes feat and hasn't used up their attacks of opportunities for the round, they can attempt to attack the shield with a melee attack at -5 to attack roll, a successful hit knocks the shield off course, causing it to hit the ground or nearby object and stop, while a missed attack simply misses the shield. [B]Leading Strike[/B] As a full round action, Major America makes an unarmed melee strike against a target at -5 to attack roll, and deals damage like normal, but the target must make a Reflex save DC Major America's attack roll + damage dealt, or is now considered Fumbling for 1d4 rounds. A fumbling character provokes attacks of opportunities when performing any action, including those that don't normally provoke attacks of opportunity, don't add their Dex modifier to Defense, and suffer -2 to attack rolls and any skill checks that require fine control. [B]Shield Guard[/B] While Major America has his shield in hand, he can pick a friendly within 10 feet of him and apply his shield bonus and half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, or use his shield offensively. [B]Assemble![/B] When within 30 feet of any member of the Avengers or the 31st that attacks an opponent within 30 ft of Major America, he can immediately attack that target, using up one of his attacks of opportunities for the round, at base attack bonus -5, as long as he is able to attack that target. [B]Take Charge[/B] When using his Coordinate talent, Major America can chose instead of providing a +1 bonus to attacks and skill checks, can instead grant one of two abilities with a successful Cha check DC 15: 1 Ranged Awareness, granting all affected allies +1 Dodge bonus to ranged attacks; 2 Offensive Operations, granting all affected allies the ability to use an attack of opportunity against an opponent within 30 feet that damages an ally within 30 ft with a melee attack. [B]Shield Strike[/B] Major America leaps to attack a target within 15 feet as a full round attack and drops down on target hitting with shield, and dealing damage to the target and damaging those nearby. Major America must make a successful Jump Check DC 17 followed by melee attack at -4, but a successful attack deals 3d8+12 bludgeoning damage, critical x3 to the target struck, plus deals 1d6 concussion damage in a 10 ft area, Reflex DC 15 for half damage. If the attack misses its initial target, the concussion damage is still dealt. [SIZE=3]Vibranium Shield[/SIZE] Major America's shield is made of a nearly indestructible material known as vibranium, which he uses as both a means of defense and as an offensive weapon. Vibranium has the unique ability to absorb or amplify sonic energy, rendering nearly any sonic attacks against Major America greatly reduced. The shield has a large white star and several blue and white circles on it, similar to the shield Steve Rogers used in the movie Winter Soldier. Vibranium Shield (PL5) Size: Medium item Type: Shield Equipment Bonus: +4 Nonprof. Bonus: +2 Armour Penalty: -1 Weight: 3 lbs Purchase DC: 34 Restriction: Unique +5 Notes: Vibranium, Grants wielder Sonic Resistance 15, Shield has DR 20, Shield attacks deals 1d8 bludgeoning damage. Major America can use the edge of the shield to strike with, allowing him to deal slashing damage if he choses instead of bludgeoning. [SIZE=3]Custom Colt M1911 [/SIZE] Major America's hand weapon of choice is the service pistol he used during WWII, a .45 Colt M1911. It has been customized for him personally, with such modifications as expanded magazine, better accuracy, range and damage. Major America's Custom Colt M1911 (.45 autoloader) Damage: 2d6+1 Critical: 20 Damage Type: ballistic Range Increment: 60 ft Rate of Fire: S Size: Small Weight: 4 lbs Ammo: 14 box Purchase DC: 23 Unique (+4) Notes: Customized +1 to attack for Major America, -1 to anyone else, expanded magazine gadget, improved damage gadget, extended range gadget. [SIZE=3]Major America's Armour[/SIZE] This armour is a full body jump suit made of advanced ballistic material including kevlar and titanium, allowing excellent resistance and protection with freedom of movement. Additional plates protect the torso, arms and legs. The helmet includes a military radio, cell phone, display glasses with built in binoculars, night vision goggles, and anti glare protection against flash grenades. A card computer mounted on the left arm handles the communications and allows Major America to view mission updates on his helmet's display glasses. Multiple pockets and holsters allow for quick access to magazines, grenades and other tools. A quick release mount on his back allows for quick drawing and holstering the shield. A flash light is mounted on the left arm and helmet. This armour is modelled similar to that Captain America wore in Civil War, only with darker shades. Major America's Armour (PL5-6) Type: Light Equipment Bonus: +4 Nonprof. Bonus: +2 Max Dex: +6 Armour Penalty: -3 Speed (30 ft): 30 ft Weight: 6 lbs Purchase DC: 20 Restriction: Mil (+3) Notes: +4 to saves vs flash grenades and gaze attacks, darkvision 60 ft (-4 search and spot when active). Accessories: Military radio, cell phone, GPS, card computer, display glasses, binoculars, 2 flashlights (left arm and helmet mounted), night vision goggles. [/QUOTE]
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