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<blockquote data-quote="kronos182" data-source="post: 7788272" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Hydra</span></strong></p><p>Hydra is an organization bent on world domination, with different versions of the organization fond on Coreline Earth. While some groups were created by groups of Nazis in World War 2, and others are ancient groups. No matter their origin, they operate as secret cells that infiltrate governments, militaries and high tech companies and influential groups, as well has have large military groups, all working towards world domination. Most operate out of secret hidden complexes or cloaked mobile bases to prevent their true numbers from being discovered. Oddly, Hydra is one of the few Fiction groups that no matter their fictional origins, they all work together and share resources for their common goal of world domination.</p><p></p><p><span style="font-size: 22px"><strong>Possible Adventure Seeds</strong></span></p><p></p><p><strong>Rats In A Hole</strong></p><p>The PCs hear through contacts, such as SHIELD, superhero groups, or other means, of some Hydra activity in the industrial area of the city the are currently in.</p><p>The PCs must gather information of where exactly, then find out what exactly they are doing.</p><p>Rumours include a Hydra weapons cache, or secret meeting between Hydra members, a secret base hidden within the city, or one being constructed.</p><p>Can the PCs investigate and deal with any Hydra agents on their own, or have to call in the big boys (super hero groups, the military or SHIELD).</p><p>Possible rewards could include any Hydra equipment they can steal, or sneak out if they had to call in help. The thanks of the city and/or super hero groups or SHIELD for their help.</p><p></p><p><strong>Unexpected Guests</strong></p><p>The PCs could be relaxing after a mission, staying at a hotel or other similar place, especially if one provided by an employer from the previous mission. While relaxing, a group of Hydra soldiers attack looking for the PCs, thinking to take them out before they get too powerful or as revenge for any previous times the group encountered and beat Hydra, looking for the group, who luckily aren't in the immediate area where Hydra attacks, such as out in the pool, or on an upper floor. Will the PCs try to gather their gear and escape, or fight off Hydra and save the innocent people who are caught in the middle.</p><p></p><p></p><p><strong><span style="font-size: 22px">Hydra Armoured Guard</span></strong></p><p>Hydra Armoured Guards are the most loyal and resilient Hydra guards, trained to sacrifice themselves for the cause, trusted to guard important facilities and members. These members are well respected within the ranks of soldiers. In combat they are steadfast and difficult to take down, enhanced with serums that keep them fighting past the point of normal soldiers, as they give everything for the Hydra cause. Equipped with heavier armour to shrug off damage, trained to protect their assigned targets, willingly placing themselves in the way, and trained to draw the attention of opponents. Higher level and trained Armoured Guards are equipped with Arnimhilation 99L Tesseract rifles as a sign of respect for their skills and dedication.</p><p></p><p><strong>Low Level Hydra Armoured Guard (Strong Ord 1/Tough Ord 2)</strong></p><p>CR: 2</p><p>Size: Medium-size human</p><p>HD: 1d8+2 plus 2d10+4, hp 21</p><p>Mas: 14</p><p>Init: +2</p><p>Speed: 30 ft (25 ft in armour)</p><p>Defense: 20, touch 15, flat-footed 18 (+2 Dex, +3 Class, +5 Hydra Guard Armour)</p><p>BAB: +2</p><p>Grapple: +3</p><p>Attack: +3 melee (1d4+1 unarmed strike) or +3 melee (1d4+1/19-20 knife), or +5 ranged (2d8 Talon Rifle), or +4 ranged (varies grenade)</p><p>Full Attack: +3 melee (1d4+1 unarmed strike) or +3 melee (1d4+1/19-20 knife), or +5 ranged (2d8 Talon Rifle), or +4 ranged (grenade)</p><p>Special Attacks: Taunt</p><p>Special Qualities: For the Cause, Hydra Training, Defender</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: Hydra</p><p>Saves: Fort +5, Ref +4, Will +1</p><p>Action Points: +0</p><p>Reputation: +0</p><p>Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10</p><p>Occupation: Mercenary (Darkmatter), Intimidate, Drive</p><p>Skills: Drive +4, Intimidate +2, Knowledge streetwise +2, Listen +3, Read/Write English, Read/Write German, Search +2, Spot +2</p><p>Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency</p><p>Possessions: Hydra Guard Armour, Talon Rifle, 4 magazines, knife, 5 grenades, various gear and personal possessions.</p><p></p><p></p><p><strong>Mid Level Hydra Armoured Guard (Strong Ord 3/Tough Ord 4)</strong></p><p>CR: 6</p><p>Size: Medium-size human</p><p>HD: 3d8+6 plus 4d10+8, hp 49</p><p>Mas: 15</p><p>Init: +2</p><p>Speed: 30 ft (25 ft in armour)</p><p>Defense: 23, touch 18, flat-footed 21 (+2 Dex, +6 Class, +5 Hydra Guard Armour)</p><p>BAB: +6/+1</p><p>Grapple: +7</p><p>Attack: +7 melee (1d4+1 unarmed strike) or +7 melee (1d4+1/19-20 knife), or +7 melee (1d6 stun baton), or +9 ranged (4d12 Arnimhilation 99L), or +8 ranged (varies grenade)</p><p>Full Attack: +6 melee (1d4+1 unarmed strike) or +7 melee (1d4+1/19-20 knife) and +2 melee (1d4 +1 unarmed), or +7 melee (stun baton) and +2 melee (1d4+1 unarmed), or +9 ranged (4d12 Arnimhilation 99L) and +4 ranged (4d12 Arnimhilation 99L), or +8 ranged (grenade)</p><p>Special Attacks:</p><p>Special Qualities: For the Cause, Hydra Training, Defender</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: Hydra</p><p>Saves: Fort +6, Ref +4, Will +3</p><p>Action Points: +0</p><p>Reputation: +1</p><p>Abilities: Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10</p><p>Occupation: Mercenary (Darkmatter), Intimidate, Drive</p><p>Skills: Drive +4, Intimidate +2, Jump +3, Knowledge streetwise +2, Listen +3, Read/Write English, Read/Write German, Search +3, Spot +3, Survival +3</p><p>Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency, Quick Reload, Advanced Firearms Proficiency, Medium Armour Proficiency</p><p>Possessions: Hydra Guard Armour, Hydra Arnimhilation 99L Tesseract rifle, 3 power packs, knife, 5 grenades, stun baton (d20 Future), various gear and personal possessions.</p><p></p><p><strong>For the Cause</strong></p><p>As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Hydra member gains +1 to attack rolls for the next 1d4+1 rounds. If the Hydra member has suffered damage and rests for at least 2 rounds, can heal 1d4 hit points. Useable 3 times per day.</p><p></p><p><strong>Hydra Training</strong></p><p>Hydra trains its soldiers fairly well, particularly in light armour and how to aim and fire their weapons better. Gains Light Armour Proficiency, and +1 to attack rolls with Hydra ranged weapons. Armoured Guards receive additional training for Guard Armour.</p><p></p><p><strong>Taunt</strong></p><p>The Armoured Guard is trained to draw the attention of enemies to themselves. The Armoured Guard can make an Intimidation check as a standard action, or as part of an attack as a full round action, to force all enemies within 30 feet to target the Armoured Guard instead. This is different from a normal Intimidation check, and targets normally immune to Fear can be affected, as the Armoured Guard is doing more than trying to threaten targets, but making themselves seem like a bigger threat. All targets must make a Will save or be forced to take the Armoured Guard the focus of their attacks. The Armoured Guard can use this as part of an attack, which in some situations grant a bonus, such as attacking a wounded enemy (+1 bonus to Intimidate) or civilians (+2 bonus) or killing a target's ally with their attack (+4 bonus to Intimidate). The Armoured Guard can add their Reputation bonus to this check.</p><p></p><p><strong>Defender</strong></p><p>Hydra Armoured Guards receive additional training to help them protect Hydra assets and personnel. The Armoured Guard can select 1 ally, location or object as the target they are protecting. While within 5 feet of the person or object, they grant the person or object +1 to Defense, and if an attack would still strike the person or object, the Armoured Guard moves to take the attack, suffering the attack themselves if succeeds a Reflex save equal to or greater than the opponent's attack roll. If the Armoured Guard fails the save, but only by less 5 or less, the protected person or object suffers half damage and the Armoured Guard suffers half.</p><p>If the Armoured Guard is protecting a location, they gain +2 to Listen, Search and Spot checks to find any enemies attempting to infiltrate the location.</p><p></p><p><strong><span style="font-size: 18px">Hydra Guard Armour</span></strong></p><p>Guard Armour is upgraded Hydra Light armour with additional plates, comes with a drug injection system for injecting the wearer with several different drugs or medicines to help keep the wearer functioning. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with simple air filters.</p><p></p><p><strong>Hydra Guard Armour (PL 5, Medium Armour Proficiency)</strong></p><p>Type: Medium</p><p>Equipment Bonus: +5</p><p>Nonprof. Bonus: +2</p><p>Str Bonus: 0</p><p>Nonprof Str Bonus: 0</p><p>Max Dex: +3</p><p>Armour Penalty: -4</p><p>Speed (30 ft): 25 ft</p><p>Weight: 10 lbs</p><p>Purchase DC: 18</p><p>Restriction: Res (+2)</p><p>Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, medical drug dispenser.</p><p></p><p><strong>Medical Drug Dispenser</strong></p><p>The armour is fitted with a built in drug dispensing system that allows the wearer to quickly administer medicine or combat enhancing drugs. As a free action, the wearer can administer a single does of medicine or drug. The system can carry 10 doses, which can be divided into 2 different drugs or medicines. Typically filled with Boost Chemical, Antitox Chemical, Prolong Chemical, Regen Chemical, some are issued Hydra Serum X.</p><p></p><p></p><p><strong><span style="font-size: 22px">New Hydra Equipment</span></strong></p><p><span style="font-size: 15px">Hydra has developed a number of new chemicals and equipment over the years.</span></p><p></p><p><strong><span style="font-size: 18px">Chemical, Regen (PL6)</span></strong></p><p>Regen is a more powerful version of Rejuve, putting the user's immune system into overdrive for a short period of time. The user gains fast heal 1 for 5 rounds, after which the user is fatigued. The user can use Regen a maximum number of times equal to their Con modifier, per day or take 1d4 points of temporary Con damage per dose. If the user uses a second dose of Regen within 5 minutes of the last dose, they immediately become exhausted, although the Regen still works.</p><p>PDC: 8</p><p>Size: Diminutive</p><p>Restriction: Restricted (+2)</p><p></p><p><span style="font-size: 18px"><strong>Hydra Serum X</strong></span></p><p>Serum X is an experimental drug developed by Hydra as a means to enhance their soldiers. Once injected the recipient gains +20 temporary hit points, or heals 20 hit points immediately, their skin hardens granting DR 2, which stacks with any other form of DR, such as from classes or race, gains fast heal 1, isn't rendered unconscious at 0 hit points, and doesn't die until -20 hit points, but suffers -5 to speed and -2 to Dexterity. These effects last for 1 minute then the recipient is exhausted, suffers the penalties to Dexterity and speed, and take 2 temporary Constitution damage. A user can only take a maximum of 2 doses a day, or suffer 1d6 points of Con damage per dose.</p><p>PDC: 16</p><p>Size: Diminutive.</p><p>Restriction: Restricted (+2), Hydra only</p><p></p><p><span style="font-size: 18px"><strong>Hydra Scale Armour Modification</strong></span></p><p>A modification added to armour developed by Hydra. Several layers of ablative scales are attached to the armour, giving it a snake skin like appearance. These scales reduce damage to the user as the scales are damaged, they break off, revealing the next layer underneath. This modification grants the wearer DR 10, and each attack that deals damage reduces the DR by 1. Once the DR is reduced to 0, the scales are used up and need to be replaced.</p><p>Adds 3 lbs to the armour and imposes an additional -1 to armour check penalty, but once the DR is reduced to 0, reduce the weight and armour check penalty are removed.</p><p>Weight: +3 lbs to armour</p><p>PDC: 14</p><p>Restriction: Military (+3), Hydra Only.</p><p></p><p><strong><span style="font-size: 18px">Serum 612</span></strong></p><p>This serum is another experiment by Hydra to enhance their soldiers. This teal coloured liquid, once injected into the recipient, grants 10 temporary hit points, or immediately heals 10 hit points, and grants +2 to all Fort saves for the next 5 minutes. After the 5 minutes, the recipient suffers 1 point of temporary Strength damage. Up to 5 doses can be taken a day, after which any additional doses have no affect except double the temporary Strength damage.</p><p>Weight: 3 oz.</p><p>PDC: 12</p><p>Restriction: Restricted (+2), Hydra Only.</p><p></p><p><strong><span style="font-size: 18px">Hydra-Chitauri Amour</span></strong></p><p>After the Battle of New York, SHIELD confiscated a large number of the armours, and Hydra smuggled many out to their research bases to study and modify them for their own use. The armour consists of an armoured chest piece over combat fatigues, usually camouflage patterned. Bracers with a part that goes over the knuckles and hand grip connected to the chest piece with servos. Leg braces run along the outer and inner sides of the legs to the boots. The servos grant some strength enhancement and some speed enhancement, a small jetpack allows limited flight. The hand pieces the user grips connected to a part that goes around the fist is an energy blaster based on the Chitauri weapons, and is configured to deliver a charge when used in melee combat.</p><p>These sets of armours are only issued to high level soldiers, Vanguards, Armoured Guards and other special members.</p><p></p><p><strong>Hydra-Chitauri Armour (PL 5, Light Armour Proficiency)</strong></p><p>Type: Light</p><p>Equipment Bonus: +3</p><p>Nonprof. Bonus: +1</p><p>Str Bonus: +2</p><p>Nonprof Str Bonus: 0</p><p>Max Dex: +3</p><p>Armour Penalty: -1</p><p>Speed (30 ft): 35 ft, fly 50 ft.</p><p>Weight: 16 lbs</p><p>Purchase DC: 20</p><p>Restriction: Illegal (+4, Hydra Res (+2</p><p>)Notes: DR 5, energy resistance (all types except acid and sonic) 3, full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, jet pack, Chitauri blasters x2.</p><p></p><p><strong>Jetpack</strong></p><p>The user can fly at 50 ft (average maneuverability) for 1 hour before requiring a 30 minute cool down.</p><p></p><p><strong>Chitauri Blaster (PL7-8 Personal Firearms Proficiency)</strong></p><p>Damage: 2d10 + 1d8 to 5 ft radius / 1d8 + knockdown</p><p>Critical: 20x2</p><p>Damage Type: unspecific energy / unspecific energy + Str mod</p><p>Range Increment: 60 ft / melee</p><p>Rate of Fire: Semi</p><p>Ammo: 50 internal</p><p>Notes: Can not be disarmed, part of the armour, flips out of the way when not in use. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads.</p><p></p><p><strong><span style="font-size: 18px">Hydra Dreadnaught Power Armour</span></strong></p><p>The Dreadnaught Power Armour is a heavy version of the Hydra power armour, using the same visual design, only a bit larger, heavier armour, improved actuators for increased strength, built for taking on enhanced strength heroes. Armoured with the best armour Hydra can equip, powerful actuators, allowing the wearer to punch through heavily reinforced armour.</p><p>The dreadnaught is armed with a heavier repulsor weapons in it's enlarged hands, which can be enhanced by its power core similar to the other Hydra power armours. A heavy retractable blade is fitted to one arm, while the other arm has retractable plates that fits over the fist of the other arm for improved smashing capability. It has the same grenade launcher as the Mk2 Power Armour, only with a larger ammunition bay that can be divided up into 5 different types. Instead of a machine gun over the other shoulder, it contains a Warpath Recoilless Rifle for anti-armour work.</p><p>The mk2 retains the power system of the original, as well as the ability to enhance its repulsor weapons with the force of attacks the armour takes, however a few safety features were installed to reduce the chance of overload and the damage it might cause.</p><p></p><p><strong>Hydra Dreadnaught Power Armour</strong></p><p>Size Modifier: +0</p><p>Equipment Slots: 6</p><p>Hit Points: 75</p><p>Base Speed: 25 ft.</p><p>Height: 7.9 ft.</p><p>Weight: 500 lb</p><p>Fighting Space: 5 ft. by 5 ft.</p><p>Reach: 5 ft.</p><p>Defense Bonus: +8</p><p>Hardness: 20</p><p>Max Dex Bonus: +2</p><p>Armour Check Penalty: -8</p><p>Purchase DC: 39</p><p>Restriction: Mil (+3), Hydra</p><p>Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 50 grenades, can be divided into 5 different types, 10 each), Warpath Recoilless Rifle (20 shells). Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity.</p><p></p><p>Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage.</p><p>Its reach is 5 feet, and its base speed is 25 feet.</p><p>Base Purchase DC: 37.</p><p>Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit</p><p>Boots: Power Core.</p><p>Helmet: Cockpit.</p><p>Left arm: Repulsor Cannon.</p><p>Right arm: Repulsor Cannon.</p><p>Shoulder: Warpath Recoilless Rifle</p><p>Torso: Cockpit</p><p></p><p><strong>Repulsor Cannon</strong></p><p>These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate.</p><p>(4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a)</p><p>Damage: 3d8 laser / 5d10 plasma cannon</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 90 ft laser / 40 ft plasma</p><p>Rate of Fire: S / Single</p><p>Ammo: 50 charges</p><p>Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity.</p><p></p><p><strong>Power Core</strong></p><p>The Hydra Power Armour is powered by a high energy source that is based on science Hydra acquired about the Tesseract. While not using Tesseract energy, it does use a powerful power source. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, Hydra scientists were partly successful. Every 10 points of damage the power armour takes, the next repulsor cannon attack gains +1 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage.</p><p></p><p><strong>Grenade launcher</strong></p><p>Mounted on the left shoulder is a retractable grenade launcher that can switch between up to 3 different types of grenades. Typically loaded are fragmentation, explosive and smoke grenades.</p><p>Damage: varies by grenade</p><p>Critical: -</p><p>Damage Type: varies by grenade</p><p>Range Increment: 60 ft</p><p>Rate of Fire: Semi</p><p>Ammo: 50 internal, divided into 5 groups of 10, which can be all the same, or 5 different types.</p><p>Switching grenade types is a free action.</p><p></p><p><strong>Heavy Melee Blade</strong></p><p>The right arm contains a retractable blade for use in melee combat, or as a tool.</p><p>Damage: 2d8 + Str modifier</p><p>Critical: 19-20x2</p><p>Damage Type: Slashing</p><p></p><p><strong>Melee Hammer</strong></p><p>The left hand of the Dreadnaught can be covered from extending plates from the arm to form a large hammer. This renders the hand and the repulsor cannon inoperable while deployed, however the hammer is enhanced with a small pulse of repulsor energy for added damage and knocking back powerful target. Energizing the hammer with a repulsor pulse uses 1 charge.</p><p>Damage: 2d6 + Str modifier, +2d10 if energized</p><p>Critical: 20x3</p><p>Damage Type: Bludgeoning, + fire if energized</p><p>Note: If energized with a repulsor pulse, target struck must make a Fort save DC 20 or be knocked back 1d4x10 feet. If the target is over 500 pounds, or has Enhanced Durability or greater, only knocked back 1d4x5 feet. This also works on vehicles or large objects, if not routed to the ground.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7788272, member: 6668634"] [B][SIZE=7]Hydra[/SIZE][/B] Hydra is an organization bent on world domination, with different versions of the organization fond on Coreline Earth. While some groups were created by groups of Nazis in World War 2, and others are ancient groups. No matter their origin, they operate as secret cells that infiltrate governments, militaries and high tech companies and influential groups, as well has have large military groups, all working towards world domination. Most operate out of secret hidden complexes or cloaked mobile bases to prevent their true numbers from being discovered. Oddly, Hydra is one of the few Fiction groups that no matter their fictional origins, they all work together and share resources for their common goal of world domination. [SIZE=6][B]Possible Adventure Seeds[/B][/SIZE] [B]Rats In A Hole[/B] The PCs hear through contacts, such as SHIELD, superhero groups, or other means, of some Hydra activity in the industrial area of the city the are currently in. The PCs must gather information of where exactly, then find out what exactly they are doing. Rumours include a Hydra weapons cache, or secret meeting between Hydra members, a secret base hidden within the city, or one being constructed. Can the PCs investigate and deal with any Hydra agents on their own, or have to call in the big boys (super hero groups, the military or SHIELD). Possible rewards could include any Hydra equipment they can steal, or sneak out if they had to call in help. The thanks of the city and/or super hero groups or SHIELD for their help. [B]Unexpected Guests[/B] The PCs could be relaxing after a mission, staying at a hotel or other similar place, especially if one provided by an employer from the previous mission. While relaxing, a group of Hydra soldiers attack looking for the PCs, thinking to take them out before they get too powerful or as revenge for any previous times the group encountered and beat Hydra, looking for the group, who luckily aren't in the immediate area where Hydra attacks, such as out in the pool, or on an upper floor. Will the PCs try to gather their gear and escape, or fight off Hydra and save the innocent people who are caught in the middle. [B][SIZE=6]Hydra Armoured Guard[/SIZE][/B] Hydra Armoured Guards are the most loyal and resilient Hydra guards, trained to sacrifice themselves for the cause, trusted to guard important facilities and members. These members are well respected within the ranks of soldiers. In combat they are steadfast and difficult to take down, enhanced with serums that keep them fighting past the point of normal soldiers, as they give everything for the Hydra cause. Equipped with heavier armour to shrug off damage, trained to protect their assigned targets, willingly placing themselves in the way, and trained to draw the attention of opponents. Higher level and trained Armoured Guards are equipped with Arnimhilation 99L Tesseract rifles as a sign of respect for their skills and dedication. [B]Low Level Hydra Armoured Guard (Strong Ord 1/Tough Ord 2)[/B] CR: 2 Size: Medium-size human HD: 1d8+2 plus 2d10+4, hp 21 Mas: 14 Init: +2 Speed: 30 ft (25 ft in armour) Defense: 20, touch 15, flat-footed 18 (+2 Dex, +3 Class, +5 Hydra Guard Armour) BAB: +2 Grapple: +3 Attack: +3 melee (1d4+1 unarmed strike) or +3 melee (1d4+1/19-20 knife), or +5 ranged (2d8 Talon Rifle), or +4 ranged (varies grenade) Full Attack: +3 melee (1d4+1 unarmed strike) or +3 melee (1d4+1/19-20 knife), or +5 ranged (2d8 Talon Rifle), or +4 ranged (grenade) Special Attacks: Taunt Special Qualities: For the Cause, Hydra Training, Defender FS: 5 ft by 5 ft Reach: 5 ft Allegiance: Hydra Saves: Fort +5, Ref +4, Will +1 Action Points: +0 Reputation: +0 Abilities: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10 Occupation: Mercenary (Darkmatter), Intimidate, Drive Skills: Drive +4, Intimidate +2, Knowledge streetwise +2, Listen +3, Read/Write English, Read/Write German, Search +2, Spot +2 Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency Possessions: Hydra Guard Armour, Talon Rifle, 4 magazines, knife, 5 grenades, various gear and personal possessions. [B]Mid Level Hydra Armoured Guard (Strong Ord 3/Tough Ord 4)[/B] CR: 6 Size: Medium-size human HD: 3d8+6 plus 4d10+8, hp 49 Mas: 15 Init: +2 Speed: 30 ft (25 ft in armour) Defense: 23, touch 18, flat-footed 21 (+2 Dex, +6 Class, +5 Hydra Guard Armour) BAB: +6/+1 Grapple: +7 Attack: +7 melee (1d4+1 unarmed strike) or +7 melee (1d4+1/19-20 knife), or +7 melee (1d6 stun baton), or +9 ranged (4d12 Arnimhilation 99L), or +8 ranged (varies grenade) Full Attack: +6 melee (1d4+1 unarmed strike) or +7 melee (1d4+1/19-20 knife) and +2 melee (1d4 +1 unarmed), or +7 melee (stun baton) and +2 melee (1d4+1 unarmed), or +9 ranged (4d12 Arnimhilation 99L) and +4 ranged (4d12 Arnimhilation 99L), or +8 ranged (grenade) Special Attacks: Special Qualities: For the Cause, Hydra Training, Defender FS: 5 ft by 5 ft Reach: 5 ft Allegiance: Hydra Saves: Fort +6, Ref +4, Will +3 Action Points: +0 Reputation: +1 Abilities: Str 13, Dex 15, Con 15, Int 8, Wis 12, Cha 10 Occupation: Mercenary (Darkmatter), Intimidate, Drive Skills: Drive +4, Intimidate +2, Jump +3, Knowledge streetwise +2, Listen +3, Read/Write English, Read/Write German, Search +3, Spot +3, Survival +3 Feats: Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Light Armour Proficiency, Quick Reload, Advanced Firearms Proficiency, Medium Armour Proficiency Possessions: Hydra Guard Armour, Hydra Arnimhilation 99L Tesseract rifle, 3 power packs, knife, 5 grenades, stun baton (d20 Future), various gear and personal possessions. [B]For the Cause[/B] As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Hydra member gains +1 to attack rolls for the next 1d4+1 rounds. If the Hydra member has suffered damage and rests for at least 2 rounds, can heal 1d4 hit points. Useable 3 times per day. [B]Hydra Training[/B] Hydra trains its soldiers fairly well, particularly in light armour and how to aim and fire their weapons better. Gains Light Armour Proficiency, and +1 to attack rolls with Hydra ranged weapons. Armoured Guards receive additional training for Guard Armour. [B]Taunt[/B] The Armoured Guard is trained to draw the attention of enemies to themselves. The Armoured Guard can make an Intimidation check as a standard action, or as part of an attack as a full round action, to force all enemies within 30 feet to target the Armoured Guard instead. This is different from a normal Intimidation check, and targets normally immune to Fear can be affected, as the Armoured Guard is doing more than trying to threaten targets, but making themselves seem like a bigger threat. All targets must make a Will save or be forced to take the Armoured Guard the focus of their attacks. The Armoured Guard can use this as part of an attack, which in some situations grant a bonus, such as attacking a wounded enemy (+1 bonus to Intimidate) or civilians (+2 bonus) or killing a target's ally with their attack (+4 bonus to Intimidate). The Armoured Guard can add their Reputation bonus to this check. [B]Defender[/B] Hydra Armoured Guards receive additional training to help them protect Hydra assets and personnel. The Armoured Guard can select 1 ally, location or object as the target they are protecting. While within 5 feet of the person or object, they grant the person or object +1 to Defense, and if an attack would still strike the person or object, the Armoured Guard moves to take the attack, suffering the attack themselves if succeeds a Reflex save equal to or greater than the opponent's attack roll. If the Armoured Guard fails the save, but only by less 5 or less, the protected person or object suffers half damage and the Armoured Guard suffers half. If the Armoured Guard is protecting a location, they gain +2 to Listen, Search and Spot checks to find any enemies attempting to infiltrate the location. [B][SIZE=5]Hydra Guard Armour[/SIZE][/B] Guard Armour is upgraded Hydra Light armour with additional plates, comes with a drug injection system for injecting the wearer with several different drugs or medicines to help keep the wearer functioning. Full helmet with polarized lenses and minor ocular enhancements in the helmet, along with simple air filters. [B]Hydra Guard Armour (PL 5, Medium Armour Proficiency)[/B] Type: Medium Equipment Bonus: +5 Nonprof. Bonus: +2 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +3 Armour Penalty: -4 Speed (30 ft): 25 ft Weight: 10 lbs Purchase DC: 18 Restriction: Res (+2) Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, medical drug dispenser. [B]Medical Drug Dispenser[/B] The armour is fitted with a built in drug dispensing system that allows the wearer to quickly administer medicine or combat enhancing drugs. As a free action, the wearer can administer a single does of medicine or drug. The system can carry 10 doses, which can be divided into 2 different drugs or medicines. Typically filled with Boost Chemical, Antitox Chemical, Prolong Chemical, Regen Chemical, some are issued Hydra Serum X. [B][SIZE=6]New Hydra Equipment[/SIZE][/B] [SIZE=4]Hydra has developed a number of new chemicals and equipment over the years.[/SIZE] [B][SIZE=5]Chemical, Regen (PL6)[/SIZE][/B] Regen is a more powerful version of Rejuve, putting the user's immune system into overdrive for a short period of time. The user gains fast heal 1 for 5 rounds, after which the user is fatigued. The user can use Regen a maximum number of times equal to their Con modifier, per day or take 1d4 points of temporary Con damage per dose. If the user uses a second dose of Regen within 5 minutes of the last dose, they immediately become exhausted, although the Regen still works. PDC: 8 Size: Diminutive Restriction: Restricted (+2) [SIZE=5][B]Hydra Serum X[/B][/SIZE] Serum X is an experimental drug developed by Hydra as a means to enhance their soldiers. Once injected the recipient gains +20 temporary hit points, or heals 20 hit points immediately, their skin hardens granting DR 2, which stacks with any other form of DR, such as from classes or race, gains fast heal 1, isn't rendered unconscious at 0 hit points, and doesn't die until -20 hit points, but suffers -5 to speed and -2 to Dexterity. These effects last for 1 minute then the recipient is exhausted, suffers the penalties to Dexterity and speed, and take 2 temporary Constitution damage. A user can only take a maximum of 2 doses a day, or suffer 1d6 points of Con damage per dose. PDC: 16 Size: Diminutive. Restriction: Restricted (+2), Hydra only [SIZE=5][B]Hydra Scale Armour Modification[/B][/SIZE] A modification added to armour developed by Hydra. Several layers of ablative scales are attached to the armour, giving it a snake skin like appearance. These scales reduce damage to the user as the scales are damaged, they break off, revealing the next layer underneath. This modification grants the wearer DR 10, and each attack that deals damage reduces the DR by 1. Once the DR is reduced to 0, the scales are used up and need to be replaced. Adds 3 lbs to the armour and imposes an additional -1 to armour check penalty, but once the DR is reduced to 0, reduce the weight and armour check penalty are removed. Weight: +3 lbs to armour PDC: 14 Restriction: Military (+3), Hydra Only. [B][SIZE=5]Serum 612[/SIZE][/B] This serum is another experiment by Hydra to enhance their soldiers. This teal coloured liquid, once injected into the recipient, grants 10 temporary hit points, or immediately heals 10 hit points, and grants +2 to all Fort saves for the next 5 minutes. After the 5 minutes, the recipient suffers 1 point of temporary Strength damage. Up to 5 doses can be taken a day, after which any additional doses have no affect except double the temporary Strength damage. Weight: 3 oz. PDC: 12 Restriction: Restricted (+2), Hydra Only. [B][SIZE=5]Hydra-Chitauri Amour[/SIZE][/B] After the Battle of New York, SHIELD confiscated a large number of the armours, and Hydra smuggled many out to their research bases to study and modify them for their own use. The armour consists of an armoured chest piece over combat fatigues, usually camouflage patterned. Bracers with a part that goes over the knuckles and hand grip connected to the chest piece with servos. Leg braces run along the outer and inner sides of the legs to the boots. The servos grant some strength enhancement and some speed enhancement, a small jetpack allows limited flight. The hand pieces the user grips connected to a part that goes around the fist is an energy blaster based on the Chitauri weapons, and is configured to deliver a charge when used in melee combat. These sets of armours are only issued to high level soldiers, Vanguards, Armoured Guards and other special members. [B]Hydra-Chitauri Armour (PL 5, Light Armour Proficiency)[/B] Type: Light Equipment Bonus: +3 Nonprof. Bonus: +1 Str Bonus: +2 Nonprof Str Bonus: 0 Max Dex: +3 Armour Penalty: -1 Speed (30 ft): 35 ft, fly 50 ft. Weight: 16 lbs Purchase DC: 20 Restriction: Illegal (+4, Hydra Res (+2 )Notes: DR 5, energy resistance (all types except acid and sonic) 3, full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, jet pack, Chitauri blasters x2. [B]Jetpack[/B] The user can fly at 50 ft (average maneuverability) for 1 hour before requiring a 30 minute cool down. [B]Chitauri Blaster (PL7-8 Personal Firearms Proficiency)[/B] Damage: 2d10 + 1d8 to 5 ft radius / 1d8 + knockdown Critical: 20x2 Damage Type: unspecific energy / unspecific energy + Str mod Range Increment: 60 ft / melee Rate of Fire: Semi Ammo: 50 internal Notes: Can not be disarmed, part of the armour, flips out of the way when not in use. Regenerates ammunition at a rate of 1 shot every round not fired. If exposed to x-rays, such as being x-rayed the power core overloads causing it to over load after 1d6+2 rounds, at which point it fires off random bursts of energy in a 20 foot radius dealing 3d6 unspecific energy damage, Reflex save DC 17 for half damage, then the following round it explodes deal 5d10 fire damage to a 20 foot radius, Reflex save DC 19 for half damage. If the user is attacked by an x-ray based attack and suffers at least 10 points of damage, the user must make a Reflex save DC 15 +1 / point of damage over 10 or the weapon overloads. [B][SIZE=5]Hydra Dreadnaught Power Armour[/SIZE][/B] The Dreadnaught Power Armour is a heavy version of the Hydra power armour, using the same visual design, only a bit larger, heavier armour, improved actuators for increased strength, built for taking on enhanced strength heroes. Armoured with the best armour Hydra can equip, powerful actuators, allowing the wearer to punch through heavily reinforced armour. The dreadnaught is armed with a heavier repulsor weapons in it's enlarged hands, which can be enhanced by its power core similar to the other Hydra power armours. A heavy retractable blade is fitted to one arm, while the other arm has retractable plates that fits over the fist of the other arm for improved smashing capability. It has the same grenade launcher as the Mk2 Power Armour, only with a larger ammunition bay that can be divided up into 5 different types. Instead of a machine gun over the other shoulder, it contains a Warpath Recoilless Rifle for anti-armour work. The mk2 retains the power system of the original, as well as the ability to enhance its repulsor weapons with the force of attacks the armour takes, however a few safety features were installed to reduce the chance of overload and the damage it might cause. [B]Hydra Dreadnaught Power Armour[/B] Size Modifier: +0 Equipment Slots: 6 Hit Points: 75 Base Speed: 25 ft. Height: 7.9 ft. Weight: 500 lb Fighting Space: 5 ft. by 5 ft. Reach: 5 ft. Defense Bonus: +8 Hardness: 20 Max Dex Bonus: +2 Armour Check Penalty: -8 Purchase DC: 39 Restriction: Mil (+3), Hydra Accessories: NBC protection (+4 Fort saves), Military radio, GPS, nightvision 60 ft, Class II mech sensors, grenade launcher (similar to m79 using 40mm grenades, 50 grenades, can be divided into 5 different types, 10 each), Warpath Recoilless Rifle (20 shells). Weight of power armour does not count against wearer's weight capacity. Large hands impose -2 penalty to any tasks requiring fine dexterity. Combat Statistics: A Medium Mech adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium Mech has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a –2 penalty on Hide checks. Slam attack dealing 1d6 damage. Its reach is 5 feet, and its base speed is 25 feet. Base Purchase DC: 37. Equipment Slots: A Medium Mech has 6 equipment slots available. These slots are located as follows. The Helmet and Torso slots must be used for the cockpit Boots: Power Core. Helmet: Cockpit. Left arm: Repulsor Cannon. Right arm: Repulsor Cannon. Shoulder: Warpath Recoilless Rifle Torso: Cockpit [B]Repulsor Cannon[/B] These weapons are based on the repulsor weapons developed by Tony Stark, combining a short ranged plasma weapon for heavy strikes, and a lighter, but long ranged laser for greater reach. While the plasma component is powerful, it is not as accurate. (4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40 ft, s/a) Damage: 3d8 laser / 5d10 plasma cannon Critical: 20 Damage Type: fire Range Increment: 90 ft laser / 40 ft plasma Rate of Fire: S / Single Ammo: 50 charges Notes: Switching between the weapons is a free action that can be done once each round. Laser uses 1 charge, plasma cannon uses 3 charges per shot. Using the plasma cannon the user suffers -1 to attack rolls. The weapon recharges 1 charge every 10 minutes of inactivity. [B]Power Core[/B] The Hydra Power Armour is powered by a high energy source that is based on science Hydra acquired about the Tesseract. While not using Tesseract energy, it does use a powerful power source. In an attempt to copy Iron Man's earlier armours that can recharge or boost their power by absorbing other sources of energy, Hydra scientists were partly successful. Every 10 points of damage the power armour takes, the next repulsor cannon attack gains +1 to damage. The armour can store this energy for a maximum of 8 rounds, able to store up to +10 points of damage. After 8 rounds of not firing, the armour takes 1d4 points of fire damage that by passes the hardness for each +1 stored, and the pilot takes half damage. [B]Grenade launcher[/B] Mounted on the left shoulder is a retractable grenade launcher that can switch between up to 3 different types of grenades. Typically loaded are fragmentation, explosive and smoke grenades. Damage: varies by grenade Critical: - Damage Type: varies by grenade Range Increment: 60 ft Rate of Fire: Semi Ammo: 50 internal, divided into 5 groups of 10, which can be all the same, or 5 different types. Switching grenade types is a free action. [B]Heavy Melee Blade[/B] The right arm contains a retractable blade for use in melee combat, or as a tool. Damage: 2d8 + Str modifier Critical: 19-20x2 Damage Type: Slashing [B]Melee Hammer[/B] The left hand of the Dreadnaught can be covered from extending plates from the arm to form a large hammer. This renders the hand and the repulsor cannon inoperable while deployed, however the hammer is enhanced with a small pulse of repulsor energy for added damage and knocking back powerful target. Energizing the hammer with a repulsor pulse uses 1 charge. Damage: 2d6 + Str modifier, +2d10 if energized Critical: 20x3 Damage Type: Bludgeoning, + fire if energized Note: If energized with a repulsor pulse, target struck must make a Fort save DC 20 or be knocked back 1d4x10 feet. If the target is over 500 pounds, or has Enhanced Durability or greater, only knocked back 1d4x5 feet. This also works on vehicles or large objects, if not routed to the ground. [/QUOTE]
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