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<blockquote data-quote="kronos182" data-source="post: 7937165" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Hydra Scientist</span></strong></p><p>Hydra Scientists are the ones that develop new weapons and technology for Hydra, as well as research the occult for ways to give them a greater edge. The large backpacks they carry holds many medicines, drugs and scientific equipment as well as equipment for repairing the equipment of soldiers working with them.</p><p></p><p><strong>Low Level Hydra Scientist (Smart Ord 1/Dedicated Ord 1)</strong></p><p>CR 1;</p><p>Size: Medium-sized Human;</p><p>HD: 1d6-1 plus 1d66-1; hp 5</p><p>Mas: 8</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 14, Touch 12, flat-footed 13 (+1 Dex, +1 Class, +2 Hydra Light Armour)</p><p>BAB: +0</p><p>Grapple: +0</p><p>Attack: +0 melee (1d3 nonlethal, unarmed strike), or +1 ranged (2d6 Talon pistol)</p><p>Full Attack: +0 melee (1d3 nonlethal, unarmed strike), or +1 ranged (2d6 Talon pistol)</p><p>Special Attacks:</p><p>Special Qualities: For the Cause, Hydra Training, Experimental Serum Testing</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: Hydra</p><p>Saves: Fort +2, Ref +1, Will +4.</p><p>Action Points: 0</p><p>Rep: +2</p><p>Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13</p><p>Occupation: Technician (Craft electronic, Knowledge technology, Research)</p><p>Skills: Computer Use +6, Craft (chemical) +8, Craft (electric) +9, Demolitions +4, Disable Device +6, Investigate +7, Knowledge (arcane lore) +4, Knowledge (earth and life sciences) +7, Knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write German, Speak English, Speak German, Research +6, Search +3.</p><p>Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Builder, Educated (knowledge physical sciences, knowledge technology).</p><p>Possessions: Hydra Light Armour, Talon Pistol, 4 ammunition clips, 5 chemical doses for Talon Pistol, 2d6 uses of various medical or drugs, scientific kits or portable lab, various scientific and medical gear and personal possessions.</p><p></p><p><strong>Mid Level Hydra Scientist (Strong Ord 3/Fast Ord 3)</strong></p><p>CR 5;</p><p>Size: Medium-sized Human;</p><p>HD: 3d6-3 plus 3d6-3; hp 15</p><p>Mas: 8</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 16, Touch 14, flat-footed 15 (+1 Dex, +3 Class, +2 Hydra Light Armour)</p><p>BAB: +3</p><p>Grapple: +3</p><p>Attack: +3 melee (1d3 nonlethal, unarmed strike), or +4 ranged (2d6 Talon pistol)</p><p>Full Attack: +3 melee (1d3 nonlethal, unarmed strike), or +4 ranged (2d6 Talon pistol)</p><p>Special Attacks:</p><p>Special Qualities: For the Cause, Hydra Training, Experimental Serum Testing</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: Hydra</p><p>Saves: Fort +4, Ref +5, Will +2.</p><p>Action Points: 0</p><p>Rep: +2</p><p>Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13</p><p>Occupation: Technician (Craft electronic, Knowledge technology, Research)</p><p>Skills: Computer Use +9, Craft (chemical) +11, Craft (electric) +15, Demolitions +7, Disable Device +9, Investigate +12, Knowledge (arcane lore) +9, Knowledge (earth and life sciences) +11, Knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write German, Speak English, Speak German, Research +9, Search +5, Treat Injury +6.</p><p>Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Builder, Educated (knowledge physical sciences, knowledge technology).</p><p>Possessions: Hydra Light Armour, Talon Pistol, 4 ammunition clips, 5 chemical doses for Talon Pistol, 2d6 uses of various medical or drugs, scientific kits or portable lab, various scientific and medical 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 Rifle Trooper gains +1 to attack rolls for the next 1d4+1 rounds. If the Rifle Trooper 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.</p><p></p><p><strong>Experimental Serum Testing</strong></p><p>The Hydra Scientist experiments with various chemicals, poisons and medications to try creating anything that can better fellow Hydra solders. Any time the Hydra Scientist uses any kind of chemical with a variable effect, the Scientist can make a Intelligence check DC 15 and can double the variable die. For example, if applying a healing chemical to a wounded soldier would normally heal 1d4 hit points, with a successful Intelligence check, can heal 2d4 instead.</p><p></p><p><strong><span style="font-size: 22px">Talon Pistol</span></strong></p><p>The Talon pistol is the weapon issued to noncombat members, a 9mm pistol with a chemical reservoir on the back that can coat ammunition, typically with injury poisons or other chemicals.</p><p></p><p><strong>Talon Pistol (PL 5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d6</p><p>Critical: 20x2</p><p>Damage Type: ballistic</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S</p><p>Size: Small</p><p>Weight: 2.6 lbs</p><p>Ammo: 8 box plus 5 doses</p><p>Purchase DC: 16 Res (+2)</p><p>Notes: Chemical reservoir that can coat ammunition with a chemical, poison or toxin. Typically injury poisons or other chemicals used. Save DCs are reduced by 1 for any applied poisons or chemicals. Selecting to apply a chemical is a free action that must be done before the attack roll is made. Loading a single dose is a move action unless a speed loader is used.</p><p></p><p><strong><span style="font-size: 18px">Anti-Coagulant Chemical</span></strong></p><p>This chemical can be applied to weapons, ammunition or injected into a target. The target must make a Fortitude save DC 16, or any time they suffer damage from a weapon, traps, energy attacks, or falling, but not from poisons, toxins or diseases, the target suffers 1 point of damage for 1d4 rounds, which stacks with multiple attacks, similar to the wounding ability. This damage can be stopped earlier with a successful Heal check DC 18, or by magical healing. Abilities such as Fast Healing doesn't cancel this damage, but Regeneration does.</p><p></p><p></p><p><strong><span style="font-size: 22px">Hydra Synergies</span></strong></p><p>Hydra troops are trained to work together and this team work allows them to function more efficiently and even grant bonuses. These can be used for a little variation in fights against Hydra, or to make an encounter a little harder.</p><p></p><p><strong>Hydra Snipers</strong></p><p>If at least one other type of Hydra agent is within 30 feet (Scientist, Rifle Trooper, Vanguard, Soldier, Armoured Guard, Cannon Trooper, Power Armour Trooper, or other agents), all the Sniper and other agents gain +1 to Initiative.</p><p></p><p><strong>Hydra Soldier</strong></p><p>If at least one other type of Hydra agent is within 30 feet, and an ally makes an attack against an enemy within 30 feet of the Soldier, the Soldier can use an attack of opportunity to attack the same target with a ranged weapon, at -5 to attack roll, but also suffers a -2 to Defense on the next round.</p><p></p><p><strong>Hydra Scientist</strong></p><p>If the Scientist is within 30 feet of at least 2 other types of Hydra agents, when they use the Treat Injury or use equipment, spell or other means to restore hit points of an ally or themselves, they heal an extra 50% hit points.</p><p></p><p><strong>Hydra Vanguard</strong></p><p>If at least three different types of Hydra agents are within 30 feet of the Vanguard, those Hydra agents on a successful critical hit can Daze the target if the target fails a Fort save DC 14.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7937165, member: 6668634"] [B][SIZE=7]Hydra Scientist[/SIZE][/B] Hydra Scientists are the ones that develop new weapons and technology for Hydra, as well as research the occult for ways to give them a greater edge. The large backpacks they carry holds many medicines, drugs and scientific equipment as well as equipment for repairing the equipment of soldiers working with them. [B]Low Level Hydra Scientist (Smart Ord 1/Dedicated Ord 1)[/B] CR 1; Size: Medium-sized Human; HD: 1d6-1 plus 1d66-1; hp 5 Mas: 8 Init: +1 Speed: 30 ft Defense: 14, Touch 12, flat-footed 13 (+1 Dex, +1 Class, +2 Hydra Light Armour) BAB: +0 Grapple: +0 Attack: +0 melee (1d3 nonlethal, unarmed strike), or +1 ranged (2d6 Talon pistol) Full Attack: +0 melee (1d3 nonlethal, unarmed strike), or +1 ranged (2d6 Talon pistol) Special Attacks: Special Qualities: For the Cause, Hydra Training, Experimental Serum Testing FS: 5 ft by 5 ft Reach: 5 ft Allegiance: Hydra Saves: Fort +2, Ref +1, Will +4. Action Points: 0 Rep: +2 Abilities: Str 10, Dex 12, Con 8, Int 15, Wis 14, Cha 13 Occupation: Technician (Craft electronic, Knowledge technology, Research) Skills: Computer Use +6, Craft (chemical) +8, Craft (electric) +9, Demolitions +4, Disable Device +6, Investigate +7, Knowledge (arcane lore) +4, Knowledge (earth and life sciences) +7, Knowledge (physical sciences) +9, Knowledge (popular culture) +4, Knowledge (technology) +10, Profession +3, Read/Write English, Read/Write German, Speak English, Speak German, Research +6, Search +3. Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Builder, Educated (knowledge physical sciences, knowledge technology). Possessions: Hydra Light Armour, Talon Pistol, 4 ammunition clips, 5 chemical doses for Talon Pistol, 2d6 uses of various medical or drugs, scientific kits or portable lab, various scientific and medical gear and personal possessions. [B]Mid Level Hydra Scientist (Strong Ord 3/Fast Ord 3)[/B] CR 5; Size: Medium-sized Human; HD: 3d6-3 plus 3d6-3; hp 15 Mas: 8 Init: +1 Speed: 30 ft Defense: 16, Touch 14, flat-footed 15 (+1 Dex, +3 Class, +2 Hydra Light Armour) BAB: +3 Grapple: +3 Attack: +3 melee (1d3 nonlethal, unarmed strike), or +4 ranged (2d6 Talon pistol) Full Attack: +3 melee (1d3 nonlethal, unarmed strike), or +4 ranged (2d6 Talon pistol) Special Attacks: Special Qualities: For the Cause, Hydra Training, Experimental Serum Testing FS: 5 ft by 5 ft Reach: 5 ft Allegiance: Hydra Saves: Fort +4, Ref +5, Will +2. Action Points: 0 Rep: +2 Abilities: Str 10, Dex 12, Con 8, Int 16, Wis 14, Cha 13 Occupation: Technician (Craft electronic, Knowledge technology, Research) Skills: Computer Use +9, Craft (chemical) +11, Craft (electric) +15, Demolitions +7, Disable Device +9, Investigate +12, Knowledge (arcane lore) +9, Knowledge (earth and life sciences) +11, Knowledge (physical sciences) +14, Knowledge (popular culture) +5, Knowledge (technology) +15, Profession +5, Read/Write English, Read/Write German, Speak English, Speak German, Research +9, Search +5, Treat Injury +6. Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Builder, Educated (knowledge physical sciences, knowledge technology). Possessions: Hydra Light Armour, Talon Pistol, 4 ammunition clips, 5 chemical doses for Talon Pistol, 2d6 uses of various medical or drugs, scientific kits or portable lab, various scientific and medical gear and personal possessions. [B]For the Cause[/B] As a move equivalent action, using training and Indoctoration techniques used by Hydra, the Rifle Trooper gains +1 to attack rolls for the next 1d4+1 rounds. If the Rifle Trooper 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. [B]Experimental Serum Testing[/B] The Hydra Scientist experiments with various chemicals, poisons and medications to try creating anything that can better fellow Hydra solders. Any time the Hydra Scientist uses any kind of chemical with a variable effect, the Scientist can make a Intelligence check DC 15 and can double the variable die. For example, if applying a healing chemical to a wounded soldier would normally heal 1d4 hit points, with a successful Intelligence check, can heal 2d4 instead. [B][SIZE=6]Talon Pistol[/SIZE][/B] The Talon pistol is the weapon issued to noncombat members, a 9mm pistol with a chemical reservoir on the back that can coat ammunition, typically with injury poisons or other chemicals. [B]Talon Pistol (PL 5 Personal Firearms Proficiency)[/B] Damage: 2d6 Critical: 20x2 Damage Type: ballistic Range Increment: 40 ft Rate of Fire: S Size: Small Weight: 2.6 lbs Ammo: 8 box plus 5 doses Purchase DC: 16 Res (+2) Notes: Chemical reservoir that can coat ammunition with a chemical, poison or toxin. Typically injury poisons or other chemicals used. Save DCs are reduced by 1 for any applied poisons or chemicals. Selecting to apply a chemical is a free action that must be done before the attack roll is made. Loading a single dose is a move action unless a speed loader is used. [B][SIZE=5]Anti-Coagulant Chemical[/SIZE][/B] This chemical can be applied to weapons, ammunition or injected into a target. The target must make a Fortitude save DC 16, or any time they suffer damage from a weapon, traps, energy attacks, or falling, but not from poisons, toxins or diseases, the target suffers 1 point of damage for 1d4 rounds, which stacks with multiple attacks, similar to the wounding ability. This damage can be stopped earlier with a successful Heal check DC 18, or by magical healing. Abilities such as Fast Healing doesn't cancel this damage, but Regeneration does. [B][SIZE=6]Hydra Synergies[/SIZE][/B] Hydra troops are trained to work together and this team work allows them to function more efficiently and even grant bonuses. These can be used for a little variation in fights against Hydra, or to make an encounter a little harder. [B]Hydra Snipers[/B] If at least one other type of Hydra agent is within 30 feet (Scientist, Rifle Trooper, Vanguard, Soldier, Armoured Guard, Cannon Trooper, Power Armour Trooper, or other agents), all the Sniper and other agents gain +1 to Initiative. [B]Hydra Soldier[/B] If at least one other type of Hydra agent is within 30 feet, and an ally makes an attack against an enemy within 30 feet of the Soldier, the Soldier can use an attack of opportunity to attack the same target with a ranged weapon, at -5 to attack roll, but also suffers a -2 to Defense on the next round. [B]Hydra Scientist[/B] If the Scientist is within 30 feet of at least 2 other types of Hydra agents, when they use the Treat Injury or use equipment, spell or other means to restore hit points of an ally or themselves, they heal an extra 50% hit points. [B]Hydra Vanguard[/B] If at least three different types of Hydra agents are within 30 feet of the Vanguard, those Hydra agents on a successful critical hit can Daze the target if the target fails a Fort save DC 14. [/QUOTE]
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