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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7628567" data-attributes="member: 6668634"><p><span style="font-size: 18px">Kree</span></p><p> </p><p>The Kree are a blue-skinned humanoid race of extraterrestial beings that hail from the planet Hala, in the Pama System. They are technologically advanced and very militaristic, conquering every world in their galaxy forming the Kree Empire, ruled by an advanced A.I. Called the Supreme Intelligence.</p><p>Their homeworld, Hala, has a higher nitrogen content than most planets, requiring them to have a device that helps provide the necessary extra nitrogen they need, and has a higher gravity field, allowing the Kree to develop must stronger muscles and denser skin, making them stronger and resistant to damage than humans.</p><p>As a race of conquerors, most of the Kree population goes through some military training, which allows the Kree military to call upon significant numbers. The military has special members called Accusers, part of a planetary and military police that bring justice to those who commit crimes against the empire, which has lead to several of the major wars the Kree has engaged in, and they command their own type of ships, and engage in planetary destruction to wipe out a single individual to 'cleanse' it of the criminal presence.</p><p> </p><p> </p><p><strong>Racial Traits:</strong></p><p><strong>Ability Modifiers:</strong> +2 Strength, +2 Constitution, -2 Charisma. Kree are stronger and heartier than humans, but due to their militaristic and xenophobic tendencies they have difficulties interacting with other races.</p><p><strong>Medium:</strong> As Medium creatures, Kree have no special bonuses.</p><p><strong>Speed:</strong> Kree base land speed is 30 feet.</p><p><strong>Enhanced Durability (Ex):</strong> Kree are more durable than humans. 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><strong>Planetary Adaptation:</strong> High-G world. They gain +2 strength (already factored into ability modifiers). High Nitrogen World. Kree require higher nitrogen levels to breathe comfortably, when they are off world they have a device, usually built into their armour, to allow them breathe normally. Without this device, they fatigue in half the time as humans.</p><p><strong>Redundant Organs:</strong> Kree have several redundant organs, making any critical attack against them has a 20% chance to be considered a regular hit. When reduced to 0 hit points, the Kree is not considered dying, and able to act normally until dead at -25 hit points (this takes into affect Enhanced Durability). Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time.</p><p><strong>Training:</strong> As a warrior race, all Kree have some military training, granting all Kree Personal Weapons Proficiency and Light Armour Proficiency.</p><p><strong>Reputation:</strong> Kree are well known for being a conquering warrior race, giving them +1 to Reputation. They also gain a +2 bonus to Intimidation checks, but suffer -2 to Diplomacy checks.</p><p><strong>ECL:</strong> +3</p><p> </p><p><span style="font-size: 15px">Kree Technology</span></p><p>As a technologically advanced race, the Kree have advanced technology, particularly in the field of weapons, armour and ships.</p><p> </p><p><span style="font-size: 12px">Starforce Uniforms</span></p><p>The uniform of the Kree Starforce, their military, is quite advanced, with excellent protection with light weight, a retractable helmet that leaves the mouth area exposed, but has a forcefield that engages and covers that area when exposed to hostile environments, visual enhancements, advanced communications and tactical computer systems with 3D holographic displays. The outer layer is capable of changing colour, for denoting rank and for camouflage purposes. The armour can be augmented with attached weapons and other systems. These suits come with the device to allow Kree to breathe enough nitrogen on most planets with breathable air.</p><p> </p><p><strong>Kree Starforce Uniform (PL7)</strong></p><p>Type: Light Tactical</p><p>Equipment Bonus: +4</p><p>Nonprof. Bonus: +1</p><p>Str Bonus: +0</p><p>Nonprof Str Bonus: +0</p><p>Max Dex: +4</p><p>Armour Penalty: -2</p><p>Speed (30 ft): 30 ft</p><p>Weight: 7 lbs</p><p>Purchase DC: 16</p><p>Restriction: Mil +3, Kree Empire only</p><p>Accessories: Retractable helmet, 8 hrs air, NBC protection (+2 Fort save), military radio, environment seal, HUD, card computer with basic chemi-, arma-, demo-, electri-, mechani- and medicomps (+2 for all related checks), 3d holographic display on arm, unicom, Galpos device.</p><p> </p><p><span style="font-size: 12px">Kree Energy Pistol</span></p><p>The Kree make use of plasma weapons, and make some of the best ones in the galaxy. They discharge a green plasma bolt.</p><p></p><p><strong>Kree Energy Pistol (PL7)</strong></p><p>Damage: 2d10+1</p><p>Critical: 19-20 x2</p><p>Damage Type: fire</p><p>Range Increment: 80 ft</p><p>Rate of Fire: S</p><p>Size: Medium</p><p>Weight: 3 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 21 Mil +3 Kree Empire only</p><p>Notes: Improved Damage (+1) gadget, Extended Range (double range), Increased Damage Potential (increases critical threat range by 1) gadgets added, can't be added again.</p><p> </p><p><span style="font-size: 12px">Kree Energy Blades</span></p><p>These edged weapons, typically short sword in size, have a single cutting edge which is engulfed in a green energy field, allowing it to cut through most materials. When swung, a slight light trail is visible for a few seconds following the weapon. Many users can use this to distract an opponent, making it harder for them to defend themselves.</p><p> </p><p><strong>Kree Energy Blade (PL7 Exotic Weapon Proficiency (Kree Energy Blade)</strong></p><p>Damage: 1d8 unenergized, 3d8 energized</p><p>Critical: 20x2 unenergized, 20x3 energized</p><p>Damage Type: Bludgeoning unenergized, slashing/energy energized</p><p>Size: Medium</p><p>Weight: 4 lbs</p><p>Purchase DC: 18 Mil +3 Kree Empire only</p><p>Notes: When energized deals half slashing and half non-specific energy damage, also ignores 2 points of Defense from Armour or Shields, or 2 points of Hardness/DR</p></blockquote><p></p>
[QUOTE="kronos182, post: 7628567, member: 6668634"] [SIZE=5]Kree[/SIZE] The Kree are a blue-skinned humanoid race of extraterrestial beings that hail from the planet Hala, in the Pama System. They are technologically advanced and very militaristic, conquering every world in their galaxy forming the Kree Empire, ruled by an advanced A.I. Called the Supreme Intelligence. Their homeworld, Hala, has a higher nitrogen content than most planets, requiring them to have a device that helps provide the necessary extra nitrogen they need, and has a higher gravity field, allowing the Kree to develop must stronger muscles and denser skin, making them stronger and resistant to damage than humans. As a race of conquerors, most of the Kree population goes through some military training, which allows the Kree military to call upon significant numbers. The military has special members called Accusers, part of a planetary and military police that bring justice to those who commit crimes against the empire, which has lead to several of the major wars the Kree has engaged in, and they command their own type of ships, and engage in planetary destruction to wipe out a single individual to 'cleanse' it of the criminal presence. [B]Racial Traits:[/B] [B]Ability Modifiers:[/B] +2 Strength, +2 Constitution, -2 Charisma. Kree are stronger and heartier than humans, but due to their militaristic and xenophobic tendencies they have difficulties interacting with other races. [B]Medium:[/B] As Medium creatures, Kree have no special bonuses. [B]Speed:[/B] Kree base land speed is 30 feet. [B]Enhanced Durability (Ex):[/B] Kree are more durable than humans. 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. [B]Planetary Adaptation:[/B] High-G world. They gain +2 strength (already factored into ability modifiers). High Nitrogen World. Kree require higher nitrogen levels to breathe comfortably, when they are off world they have a device, usually built into their armour, to allow them breathe normally. Without this device, they fatigue in half the time as humans. [B]Redundant Organs:[/B] Kree have several redundant organs, making any critical attack against them has a 20% chance to be considered a regular hit. When reduced to 0 hit points, the Kree is not considered dying, and able to act normally until dead at -25 hit points (this takes into affect Enhanced Durability). Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time. [B]Training:[/B] As a warrior race, all Kree have some military training, granting all Kree Personal Weapons Proficiency and Light Armour Proficiency. [B]Reputation:[/B] Kree are well known for being a conquering warrior race, giving them +1 to Reputation. They also gain a +2 bonus to Intimidation checks, but suffer -2 to Diplomacy checks. [B]ECL:[/B] +3 [SIZE=4]Kree Technology[/SIZE] As a technologically advanced race, the Kree have advanced technology, particularly in the field of weapons, armour and ships. [SIZE=3]Starforce Uniforms[/SIZE] The uniform of the Kree Starforce, their military, is quite advanced, with excellent protection with light weight, a retractable helmet that leaves the mouth area exposed, but has a forcefield that engages and covers that area when exposed to hostile environments, visual enhancements, advanced communications and tactical computer systems with 3D holographic displays. The outer layer is capable of changing colour, for denoting rank and for camouflage purposes. The armour can be augmented with attached weapons and other systems. These suits come with the device to allow Kree to breathe enough nitrogen on most planets with breathable air. [B]Kree Starforce Uniform (PL7)[/B] Type: Light Tactical Equipment Bonus: +4 Nonprof. Bonus: +1 Str Bonus: +0 Nonprof Str Bonus: +0 Max Dex: +4 Armour Penalty: -2 Speed (30 ft): 30 ft Weight: 7 lbs Purchase DC: 16 Restriction: Mil +3, Kree Empire only Accessories: Retractable helmet, 8 hrs air, NBC protection (+2 Fort save), military radio, environment seal, HUD, card computer with basic chemi-, arma-, demo-, electri-, mechani- and medicomps (+2 for all related checks), 3d holographic display on arm, unicom, Galpos device. [SIZE=3]Kree Energy Pistol[/SIZE] The Kree make use of plasma weapons, and make some of the best ones in the galaxy. They discharge a green plasma bolt. [B]Kree Energy Pistol (PL7)[/B] Damage: 2d10+1 Critical: 19-20 x2 Damage Type: fire Range Increment: 80 ft Rate of Fire: S Size: Medium Weight: 3 lbs Ammo: 50 box Purchase DC: 21 Mil +3 Kree Empire only Notes: Improved Damage (+1) gadget, Extended Range (double range), Increased Damage Potential (increases critical threat range by 1) gadgets added, can't be added again. [SIZE=3]Kree Energy Blades[/SIZE] These edged weapons, typically short sword in size, have a single cutting edge which is engulfed in a green energy field, allowing it to cut through most materials. When swung, a slight light trail is visible for a few seconds following the weapon. Many users can use this to distract an opponent, making it harder for them to defend themselves. [B]Kree Energy Blade (PL7 Exotic Weapon Proficiency (Kree Energy Blade)[/B] Damage: 1d8 unenergized, 3d8 energized Critical: 20x2 unenergized, 20x3 energized Damage Type: Bludgeoning unenergized, slashing/energy energized Size: Medium Weight: 4 lbs Purchase DC: 18 Mil +3 Kree Empire only Notes: When energized deals half slashing and half non-specific energy damage, also ignores 2 points of Defense from Armour or Shields, or 2 points of Hardness/DR [/QUOTE]
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