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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8109816" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Hammerhead</span></strong></p><p>Once a small-time hood, the Hammerhead rose to criminal greatness after Dr Jonas Harrow reconstructed his skull to make it nearly impervious and a devastating weapon. Hammer has become one of New York's premier underworld bosses, rivaling the Kingpin and Don Fortunato. Hammerhead gets his signature name from the fact that the top of his head is quite flat, after being injured, and had at first steel plates implanted into his head. These plates were later replaced with adamantium, making his head virtually indestructible.</p><p></p><p><strong>Hammerhead (Tough Ord 5/Strong Ord 4)</strong></p><p>CR: 8</p><p>Size: Medium</p><p>Type: Human</p><p>Hit Dice: 5d10+15 plus 4d8+12, HP 77</p><p>Mass: 16</p><p>Init: +0</p><p>Speed: 30 ft</p><p>Defense: 21, touch 16, flat-footed 21 (+0 Dex +6 class +5 undercover vest)</p><p>Base Attack Bonus: +8</p><p>Grapple: +10</p><p>Attack: +11 melee rifle butt (1d6+3 bludgeon), or +11 melee head small (1d8+3 bludgeoning), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic)</p><p>Full Attack: +11 melee rifle butt (1d6+3 bludgeon) and +6 melee head slam (1d8+3 bludgeoning), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic)</p><p>Special Attack: Outta My Way, Headlong Charge, Get'em Boys!</p><p>Special Qualities: Bodyguard, Hair Trigger, Take 'em Outside, Fish In A Barrel, Steel Brains</p><p>FS: 5 ft by 5 ft</p><p>Reach: 5 ft</p><p>Allegiance: Maggia, specific Maggia family</p><p>Saves: Fort +8, Ref +2, Will +2</p><p>Rep: +4</p><p>Abilities: Str 16, Dex 11, Con 16, Int 11, Wis 10, Cha 8</p><p>Occupation: Blue collar (Climb, Drive, Intimidate)</p><p>Skills: Climb +4*, Concentration +5, Drive +7, Intimidate +11, Jump +3*, Knowledge (current events) +3, Listen +4, Profession +5, Read/Write English, Read/Write Italian, Search +4, Speak English, Speak Italian, Spot +5, Swim +3*</p><p>Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency, Combat Reflexes, Burst Fire</p><p>Possessions: Maggia Tommy Gun Special Mk2, 4 drums of ammunition (typically 1 or 2 of specialty rounds, usually explosive, armour piercing, but also carries others), Suit (functions as under cover vest Defense +5), various gear and personal possessions.</p><p></p><p><strong>Bodyguard</strong></p><p>Once per turn, the Maggia Hitman can pick a friendly within 10 feet of him and apply half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, and applies only half his class bonus to Defense to himself.</p><p></p><p><strong>Hair Trigger</strong></p><p>Maggia Hitmen are charged with protecting important members, and thus must react quickly. If they are attacked by a ranged weapon within 50 feet of them, they can use one of their attack of opportunity for the round to attack the attacker with a ranged weapon in hand, but at -4 to attack roll.</p><p>Fish in a barrel - burst fire, extra damage against stunned targets</p><p></p><p><strong>Take 'em Outside</strong></p><p>When the hitman makes a melee strike against a target, the target must make a Fort save DC 10 + damage dealt or be Dizzy. On a successful critical hit, the target is Stunned on a failed save, or Dizzy on a successful save.</p><p></p><p><strong>Fish In A Barrel</strong></p><p>When the Maggia hitman makes a successful ranged attack against a Stunned target, they deal double damage.</p><p></p><p><strong>Outta My Way</strong></p><p>As a full round melee attack, typically using the butt of the rifle, the hitman can Stun a target for 1d4+1 rounds, making a melee attack at -2, dealing damage, plus the target must make a Fort save DC 13 + damage dealt. On a successful save the target is only dizzy for 1d4 rounds.</p><p></p><p><strong>Headlong Charge</strong></p><p>As a full round action, Hammerhead can charge a target and smash them with his head, up to 60 feet away, suffering -4 to attack roll, but deals 1d8+3 damage / 20 feet he moved towards the target, on a critical strike deals x3 damage, ignores 5 points of hardness/DR.</p><p></p><p><strong>Get'em Boys!</strong></p><p>As a full round action, Hammerhead can give orders and inspire his allies, all within 30 feet of him that can see and hear him, granting them +1 morale bonus on saving throws, attack rolls, damage rolls and Defense. This effect lasts for 3 rounds.</p><p></p><p><strong>Steel Brains</strong></p><p>Hammerhead had most of his skull replaced with steel, then later adamantium plating. Later he had other bones enhanced with steel and adamantium reinforcements. Critical strikes against Hammerhead have a 10% chance of being turned to normal attacks, plus he gains a +5 bonus to saves against being stunned, dazed (except through visual means), dizzy or knocked unconscious. His headslam attack ignores 5 points of hardness/DR.</p><p></p><p><strong><span style="font-size: 22px">Maggia Tommy Gun Special mk2</span></strong></p><p>This is an upgraded version of the Maggia Tommy Gun Special, using larger .50cal ammunition, greater manufacturing making it more accurate, with magnetic assist to give it better range and a little more power.</p><p></p><p><strong>Maggia Tommy Gun Special mk2 (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d12+2</p><p>Critical: 20</p><p>Damage Type: ballistic</p><p>Range Increment: 80 ft</p><p>Rate of Fire: S, A</p><p>Size: Medium</p><p>Weight: 13 lb</p><p>Ammo: 25 box or 110 drum</p><p>Purchase DC: 20 Mil (+3)</p><p>Notes: Looks almost identical to the old Thompson submachine gun, a small digital ammo counter is on the left side, automatically detects if a 30 round box or 120 round drum is attached, which adds 5 lb. +1 to attack rolls.</p><p></p><p><strong><span style="font-size: 18px">Specialty Ammunition</span></strong></p><p><strong>Adamantium</strong> - These rounds are made of adamantium, able to pierce virtually any material. Ignores 20 hardness/DR. PDC +10</p><p><strong>Faux S.P.I.N</strong>. - These rounds are based on the S.P.I.N. (Super-Power Inhibiting Nanobots) darts that were developed by SHIELD. While they are not tailor made to specific powered beings, they are able to neutralize, or reduce the effectiveness of almost any super beings. Deals only 1d12 points of damage, ignoring 5 points of hardness/DR. A super powered being (mutants, super beings, creatures with supernatural or extraordinary abilities) must make a Fort save DC 20 or have their powers suppressed for 1d4 minutes. A successful save has the powers at half effectiveness for 1 minute. +10</p></blockquote><p></p>
[QUOTE="kronos182, post: 8109816, member: 6668634"] [B][SIZE=7]Hammerhead[/SIZE][/B] Once a small-time hood, the Hammerhead rose to criminal greatness after Dr Jonas Harrow reconstructed his skull to make it nearly impervious and a devastating weapon. Hammer has become one of New York's premier underworld bosses, rivaling the Kingpin and Don Fortunato. Hammerhead gets his signature name from the fact that the top of his head is quite flat, after being injured, and had at first steel plates implanted into his head. These plates were later replaced with adamantium, making his head virtually indestructible. [B]Hammerhead (Tough Ord 5/Strong Ord 4)[/B] CR: 8 Size: Medium Type: Human Hit Dice: 5d10+15 plus 4d8+12, HP 77 Mass: 16 Init: +0 Speed: 30 ft Defense: 21, touch 16, flat-footed 21 (+0 Dex +6 class +5 undercover vest) Base Attack Bonus: +8 Grapple: +10 Attack: +11 melee rifle butt (1d6+3 bludgeon), or +11 melee head small (1d8+3 bludgeoning), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic) Full Attack: +11 melee rifle butt (1d6+3 bludgeon) and +6 melee head slam (1d8+3 bludgeoning), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic) Special Attack: Outta My Way, Headlong Charge, Get'em Boys! Special Qualities: Bodyguard, Hair Trigger, Take 'em Outside, Fish In A Barrel, Steel Brains FS: 5 ft by 5 ft Reach: 5 ft Allegiance: Maggia, specific Maggia family Saves: Fort +8, Ref +2, Will +2 Rep: +4 Abilities: Str 16, Dex 11, Con 16, Int 11, Wis 10, Cha 8 Occupation: Blue collar (Climb, Drive, Intimidate) Skills: Climb +4*, Concentration +5, Drive +7, Intimidate +11, Jump +3*, Knowledge (current events) +3, Listen +4, Profession +5, Read/Write English, Read/Write Italian, Search +4, Speak English, Speak Italian, Spot +5, Swim +3* Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency, Combat Reflexes, Burst Fire Possessions: Maggia Tommy Gun Special Mk2, 4 drums of ammunition (typically 1 or 2 of specialty rounds, usually explosive, armour piercing, but also carries others), Suit (functions as under cover vest Defense +5), various gear and personal possessions. [B]Bodyguard[/B] Once per turn, the Maggia Hitman can pick a friendly within 10 feet of him and apply half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, and applies only half his class bonus to Defense to himself. [B]Hair Trigger[/B] Maggia Hitmen are charged with protecting important members, and thus must react quickly. If they are attacked by a ranged weapon within 50 feet of them, they can use one of their attack of opportunity for the round to attack the attacker with a ranged weapon in hand, but at -4 to attack roll. Fish in a barrel - burst fire, extra damage against stunned targets [B]Take 'em Outside[/B] When the hitman makes a melee strike against a target, the target must make a Fort save DC 10 + damage dealt or be Dizzy. On a successful critical hit, the target is Stunned on a failed save, or Dizzy on a successful save. [B]Fish In A Barrel[/B] When the Maggia hitman makes a successful ranged attack against a Stunned target, they deal double damage. [B]Outta My Way[/B] As a full round melee attack, typically using the butt of the rifle, the hitman can Stun a target for 1d4+1 rounds, making a melee attack at -2, dealing damage, plus the target must make a Fort save DC 13 + damage dealt. On a successful save the target is only dizzy for 1d4 rounds. [B]Headlong Charge[/B] As a full round action, Hammerhead can charge a target and smash them with his head, up to 60 feet away, suffering -4 to attack roll, but deals 1d8+3 damage / 20 feet he moved towards the target, on a critical strike deals x3 damage, ignores 5 points of hardness/DR. [B]Get'em Boys![/B] As a full round action, Hammerhead can give orders and inspire his allies, all within 30 feet of him that can see and hear him, granting them +1 morale bonus on saving throws, attack rolls, damage rolls and Defense. This effect lasts for 3 rounds. [B]Steel Brains[/B] Hammerhead had most of his skull replaced with steel, then later adamantium plating. Later he had other bones enhanced with steel and adamantium reinforcements. Critical strikes against Hammerhead have a 10% chance of being turned to normal attacks, plus he gains a +5 bonus to saves against being stunned, dazed (except through visual means), dizzy or knocked unconscious. His headslam attack ignores 5 points of hardness/DR. [B][SIZE=6]Maggia Tommy Gun Special mk2[/SIZE][/B] This is an upgraded version of the Maggia Tommy Gun Special, using larger .50cal ammunition, greater manufacturing making it more accurate, with magnetic assist to give it better range and a little more power. [B]Maggia Tommy Gun Special mk2 (PL5 Personal Firearms Proficiency)[/B] Damage: 2d12+2 Critical: 20 Damage Type: ballistic Range Increment: 80 ft Rate of Fire: S, A Size: Medium Weight: 13 lb Ammo: 25 box or 110 drum Purchase DC: 20 Mil (+3) Notes: Looks almost identical to the old Thompson submachine gun, a small digital ammo counter is on the left side, automatically detects if a 30 round box or 120 round drum is attached, which adds 5 lb. +1 to attack rolls. [B][SIZE=5]Specialty Ammunition[/SIZE] Adamantium[/B] - These rounds are made of adamantium, able to pierce virtually any material. Ignores 20 hardness/DR. PDC +10 [B]Faux S.P.I.N[/B]. - These rounds are based on the S.P.I.N. (Super-Power Inhibiting Nanobots) darts that were developed by SHIELD. While they are not tailor made to specific powered beings, they are able to neutralize, or reduce the effectiveness of almost any super beings. Deals only 1d12 points of damage, ignoring 5 points of hardness/DR. A super powered being (mutants, super beings, creatures with supernatural or extraordinary abilities) must make a Fort save DC 20 or have their powers suppressed for 1d4 minutes. A successful save has the powers at half effectiveness for 1 minute. +10 [/QUOTE]
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