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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8156919" data-attributes="member: 6668634"><p>A quick superpowered NPC you can use in your games, originally a Dwarven researcher but gained speed based powers with some electrical attacks. Can use him for both helping outside of combat in research and building equipment and as a scout or speed combat.</p><p></p><p><strong><span style="font-size: 26px">Dhusdril Platefoot</span></strong></p><p></p><p>Dhusdril Platefoot was one of many scientists working in a lab developing new power sources, but due to an accident, there was an explosion and many were injured. Xxx survived, although injured. After recovering, discovered he had developed powers. Dhusdril Platefoot had increased speed and could manipulate energy. Since the accident, Dhusdril Platefoot has continued working as a scientist but also moonlights as a super powered agent, as Rolling Thunder, but only for groups that do good work to help fund more research.</p><p>Dhusdril, while working on some scientific project or something mechanical is quite focused and forgets about the outside world until he gets hungry or other bodily needs like sleep are required. When acting as his powered alter ego Rolling Thunder, he is gruff but does what needs to be done, approaching many problems with an analytical approach when possible. Won't take any jobs that involve harming innocents, especially children. Xxx will do charity jobs to help groups like children hospitals or going to school, appearing as his alter ego and inspiring young minds to learn about the sciences, technical fields and cautions of reckless research and rushing to get results.</p><p>Dhusdril is 5'1", weighing 230 lbs with an average build for a dwarf, with shoulder length reddish-blonde hair and beard, kept in neat braids with various beads with various chemical and mathematical symbols on them, he speaks with what sounds like an Irish accent, although he has never actually been to Ireland, purely coincidence that his tribe has an Irish accent. He generally wears coveralls and a lab coat with various tools and scanners in the pockets. When acting as Rolling Thunder, he wears his custom built suit which is an earth tone beige with dark shades of red as highlights, it has yellow tinted goggles with a mouth and nose guard that is removeable. The boots and gloves are black.</p><p></p><p><strong>Dhusdril Platefoot aka Rolling Thunder (3 Smart Ord/1 Tough Ord)</strong></p><p>Type: Humanoid, Dwarf (modern/tech), speedster</p><p>Size: Medium</p><p>CR: 7</p><p>Hit Points: 27 hp (3d6+9 plus 1d10+3)</p><p>Mas: 16</p><p>Init: +3</p><p>Speed: 100 ft, 100 mph (10 chase scale)</p><p>Defense: 18, touch 15, flat-footed 15 (+2 Class, +3 Dex, +3 armour)</p><p>BAB/Grp: +1 / +3</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: +2 melee unarmed strike (1d3 unarmed strike)</p><p>Special Attacks: Blinding Punches, One Mile Punch, lightning discharge</p><p>Special Qualities: Darkvision 60 ft, heat resistance 5, stability, Bulldozer, Elusive, Enhanced Senses, Enhanced Stamina, Increased Appetite, Kinetic Enhanced Attacks, Spring Attack, Super Speed, electrified strike</p><p>Allegiances:</p><p>Saves: Fort +5, Reflex +6, Will +2</p><p>Reputation: +2</p><p>Abilities: Str 13, Dex 16, Con 16, Int 15, Wis 11, Cha 9</p><p>Occupation: Academic (Computer Use, Research, Knowledge Technology)</p><p>Skills: Balance +7, Computer Use +10, Concentration +7, Craft Mechanical +13, Craft Electrical +13, Drive +4, Gather Information +3, Knowledge Physical Sciences +9, Knowledge Earth and Life Sciences +7, Knowledge Technology +10, Listen +6, Move Silently +5, Profession +4, Repair +8, Research +7, Search +8, Spot +6, Survival +2, Treat Injury +2, Tumble +6</p><p>Feats: Simple Weapon Proficiency, Educated (Knowledge Technology, Knowledge Physical Sciences), Builder, Gearhead, Armour Proficiency (Light)</p><p>Possessions: Advanced Toolkit, science kit, Rolling Thunder Outfit, various personal items.</p><p></p><p><strong>Combat</strong></p><p>When in combat, Rolling Thunder will use his speed to scout the area so that he knows as much as possible so that he can make the best decisions as possible, and to make sure that his powers won't hurt innocents. Against heavier armoured opponents, he'll keep his distance and use his energy abilities, while against weaker ones he'll use his blinding punches and one mile punch ability.</p><p></p><p><strong>Stability:</strong> A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p><strong>Racial Skills:</strong> +2 racial bonus on Craft checks.</p><p><strong>Racial Saving Throw Bonus:</strong> +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects.</p><p><strong>Racial Attack Bonus:</strong> +1 racial bonus on attack and damage rolls against Ogres</p><p></p><p><strong>Bulldozer (Ex)</strong></p><p>The recipient is a powerful force when moving, treated as having the Improved Bull Rush feat, even if the recipient doesn't have the Power Attack feat. When attempting to make a Bull Rush attack, and moves at least 50 feet, gains a +4 bonus, in addition to +2 if charging, to the Strength Check, +1 per 20 feet of speed/distance traveled over 50 feet, and can Bull Rush a target up to two sizes larger. A successful bull rush pushes back the target 10 feet instead of the normal 5, plus an additional 10 feet per 5 points over the opponent's Strength check. The bull rush attempt can be part of an unarmed strike.</p><p></p><p><strong>Elusive (Ex)</strong></p><p>The recipient is very difficult to hit, especially at range. The recipient gains a +2 Dodge bonus in melee and +4 Dodge vs ranged attacks (all ranged attacks the recipient is aware of. Also gains +4 against grapple attempts and Escape Artist checks.</p><p></p><p><strong>Enhanced Senses (Ex)</strong></p><p>The recipient's senses are heightened, granting +4 bonus to Listen, Spot, Search.</p><p></p><p><strong>Enhanced Stamina (Ex)</strong></p><p>The recipient's biology is greatly enhanced, able to go longer and farther before tiring. The recipient can hold breathe 3 times longer than normal, able to run, force march or any other physical activity that would require a Fort save after performing for triple the time before needing to make a Fort save and gains a +4 to the Con or Fort save. Requires only 4 hours of rest to remove Fatigued condition, 30 minutes of rest to remove Exhausted condition. The recipient isn't considered disabled until -10 hit points, able to perform normally until reaching -10 hit points.</p><p></p><p><strong>Increased Appetite</strong></p><p>The recipient needs at least 50% more food each day than a normal person to fuel their increased speed. Would start to starve 25% sooner than a regular person.</p><p></p><p><strong>Kinetic Enhanced Attacks (Ex)</strong></p><p>As long as the recipient moves at least 20 feet before making a melee attack, they gain a +1 damage per 20 ft traveled for the attack. At vehicle speeds the recipient gains +5 damage per two squares traveled.</p><p></p><p><strong>Spring Attack</strong></p><p>The recipient gains the benefits of the Spring Attack feat, even if they do not possess the prerequisite feats. A recipient can move before and after an attack, and if the recipient has multiple attacks can move before and after each attack per round, but the total movement can not exceed their normal movement (100 ft).</p><p></p><p><strong>Super Speed (Ex)</strong></p><p>The recipient has superhuman levels of speed, able to run at vehicle speeds (100 mph, 10 chase scale) as normal movement for 5 hours before needing to make a Fort save for exhaustion. The recipient can Run at speed of up to 200 mph (20 chase scale). Treat this as running, with all required checks and penalties associated with it, just at much faster speeds.</p><p></p><p><strong>Blinding Punches</strong></p><p>As a full round attack, the recipient can launch a flurry of attacks against one target within 5 feet (making a 5 foot step). The recipient makes 1d6+2 attacks at -3 to attack roll and -2 damage for each attack, and can only be made with an unarmed or one handed weapon (knife, small hammer, brass knuckles, etc). For each successful hit the recipient makes, the target must make a Fort save DC 14 +1/successful hit or be Dazed for 1 +1 per successful hit after the first rounds.</p><p></p><p><strong>One Mile Punch</strong></p><p>As a full round attack, the recipient charges (and taking the bonuses and penalties associated with a charge) an opponent at least 20 feet away, and makes a melee touch attack dealing 2d6+5 +Str modifier lethal damage. If the recipient takes -2 to attack roll and -5 damage, the recipient can also use their Bulldozer ability, but doesn't gain the bonuses except for distance the opponent is pushed back for a successful bull rush. If the recipient fails the bull rush attempted, the damage is still dealt.</p><p></p><p><strong>Lightning Discharge</strong></p><p>Rolling Thunder can release a bolt of electrical energy that looks like short bolt of lightning, making a ranged touch attack at +4 attack roll, dealing 2d6 points electricity damage with a maximum range of 60 ft. Rolling Thunder can perform this attack 10 times a day. He can do this more times by making a Fort save DC 16, but each time causes 1d4 subdual damage.</p><p></p><p><strong>Electrified Strike</strong></p><p>Rolling Thunder can add 1d4 electricity damage to his melee strikes as a free action, but can only do this a maximum of 20 times. Every 2 uses also consumes one of the uses of Rolling Thunder's Lightning Discharge attacks.</p><p></p><p><strong><span style="font-size: 22px">Rolling Thunder Outfit</span></strong></p><p>This suit was created by Dhusdril to withstand the friction of his speed and to also safely contain the electrical discharges his body released until he had safely learned to control his powers. Made of a light-weight cloth-like material that is insulated against electricity, bleeds off heat generated by friction, and provides some protection against physical attacks.</p><p></p><p><strong>Rolling Thunder Outfit (PL5-6)</strong></p><p>Type: Light</p><p>Equipment Bonus: +3</p><p>Nonprof. Bonus: +1</p><p>Str Bonus: 0</p><p>Nonprof Str Bonus: 0</p><p>Max Dex: +5</p><p>Armour Penalty: -2</p><p>Speed (30 ft): -</p><p>Weight: 8 lbs</p><p>Purchase DC: 23</p><p>Restriction: Unique</p><p>Notes: Provides immunity to electrical based attacks, DR 3, has a built in radio and police scanner, goggles have a HUD system with GPS and map to allow him to navigate quickly and help plot the quickest routes. Also has a heating and cooling system to keep him comfortable in temperatures between -20 degrees Celsius and 45 degrees Celsius, with a built in water supply to keep him hydrated for 24 hours before requiring to be refilled.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8156919, member: 6668634"] A quick superpowered NPC you can use in your games, originally a Dwarven researcher but gained speed based powers with some electrical attacks. Can use him for both helping outside of combat in research and building equipment and as a scout or speed combat. [B][SIZE=7]Dhusdril Platefoot[/SIZE][/B] Dhusdril Platefoot was one of many scientists working in a lab developing new power sources, but due to an accident, there was an explosion and many were injured. Xxx survived, although injured. After recovering, discovered he had developed powers. Dhusdril Platefoot had increased speed and could manipulate energy. Since the accident, Dhusdril Platefoot has continued working as a scientist but also moonlights as a super powered agent, as Rolling Thunder, but only for groups that do good work to help fund more research. Dhusdril, while working on some scientific project or something mechanical is quite focused and forgets about the outside world until he gets hungry or other bodily needs like sleep are required. When acting as his powered alter ego Rolling Thunder, he is gruff but does what needs to be done, approaching many problems with an analytical approach when possible. Won't take any jobs that involve harming innocents, especially children. Xxx will do charity jobs to help groups like children hospitals or going to school, appearing as his alter ego and inspiring young minds to learn about the sciences, technical fields and cautions of reckless research and rushing to get results. Dhusdril is 5'1", weighing 230 lbs with an average build for a dwarf, with shoulder length reddish-blonde hair and beard, kept in neat braids with various beads with various chemical and mathematical symbols on them, he speaks with what sounds like an Irish accent, although he has never actually been to Ireland, purely coincidence that his tribe has an Irish accent. He generally wears coveralls and a lab coat with various tools and scanners in the pockets. When acting as Rolling Thunder, he wears his custom built suit which is an earth tone beige with dark shades of red as highlights, it has yellow tinted goggles with a mouth and nose guard that is removeable. The boots and gloves are black. [B]Dhusdril Platefoot aka Rolling Thunder (3 Smart Ord/1 Tough Ord)[/B] Type: Humanoid, Dwarf (modern/tech), speedster Size: Medium CR: 7 Hit Points: 27 hp (3d6+9 plus 1d10+3) Mas: 16 Init: +3 Speed: 100 ft, 100 mph (10 chase scale) Defense: 18, touch 15, flat-footed 15 (+2 Class, +3 Dex, +3 armour) BAB/Grp: +1 / +3 FS/Reach: 5 ft / 5 ft Attacks: +2 melee unarmed strike (1d3 unarmed strike) Special Attacks: Blinding Punches, One Mile Punch, lightning discharge Special Qualities: Darkvision 60 ft, heat resistance 5, stability, Bulldozer, Elusive, Enhanced Senses, Enhanced Stamina, Increased Appetite, Kinetic Enhanced Attacks, Spring Attack, Super Speed, electrified strike Allegiances: Saves: Fort +5, Reflex +6, Will +2 Reputation: +2 Abilities: Str 13, Dex 16, Con 16, Int 15, Wis 11, Cha 9 Occupation: Academic (Computer Use, Research, Knowledge Technology) Skills: Balance +7, Computer Use +10, Concentration +7, Craft Mechanical +13, Craft Electrical +13, Drive +4, Gather Information +3, Knowledge Physical Sciences +9, Knowledge Earth and Life Sciences +7, Knowledge Technology +10, Listen +6, Move Silently +5, Profession +4, Repair +8, Research +7, Search +8, Spot +6, Survival +2, Treat Injury +2, Tumble +6 Feats: Simple Weapon Proficiency, Educated (Knowledge Technology, Knowledge Physical Sciences), Builder, Gearhead, Armour Proficiency (Light) Possessions: Advanced Toolkit, science kit, Rolling Thunder Outfit, various personal items. [B]Combat[/B] When in combat, Rolling Thunder will use his speed to scout the area so that he knows as much as possible so that he can make the best decisions as possible, and to make sure that his powers won't hurt innocents. Against heavier armoured opponents, he'll keep his distance and use his energy abilities, while against weaker ones he'll use his blinding punches and one mile punch ability. [B]Stability:[/B] A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). [B]Racial Skills:[/B] +2 racial bonus on Craft checks. [B]Racial Saving Throw Bonus:[/B] +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. [B]Racial Attack Bonus:[/B] +1 racial bonus on attack and damage rolls against Ogres [B]Bulldozer (Ex)[/B] The recipient is a powerful force when moving, treated as having the Improved Bull Rush feat, even if the recipient doesn't have the Power Attack feat. When attempting to make a Bull Rush attack, and moves at least 50 feet, gains a +4 bonus, in addition to +2 if charging, to the Strength Check, +1 per 20 feet of speed/distance traveled over 50 feet, and can Bull Rush a target up to two sizes larger. A successful bull rush pushes back the target 10 feet instead of the normal 5, plus an additional 10 feet per 5 points over the opponent's Strength check. The bull rush attempt can be part of an unarmed strike. [B]Elusive (Ex)[/B] The recipient is very difficult to hit, especially at range. The recipient gains a +2 Dodge bonus in melee and +4 Dodge vs ranged attacks (all ranged attacks the recipient is aware of. Also gains +4 against grapple attempts and Escape Artist checks. [B]Enhanced Senses (Ex)[/B] The recipient's senses are heightened, granting +4 bonus to Listen, Spot, Search. [B]Enhanced Stamina (Ex)[/B] The recipient's biology is greatly enhanced, able to go longer and farther before tiring. The recipient can hold breathe 3 times longer than normal, able to run, force march or any other physical activity that would require a Fort save after performing for triple the time before needing to make a Fort save and gains a +4 to the Con or Fort save. Requires only 4 hours of rest to remove Fatigued condition, 30 minutes of rest to remove Exhausted condition. The recipient isn't considered disabled until -10 hit points, able to perform normally until reaching -10 hit points. [B]Increased Appetite[/B] The recipient needs at least 50% more food each day than a normal person to fuel their increased speed. Would start to starve 25% sooner than a regular person. [B]Kinetic Enhanced Attacks (Ex)[/B] As long as the recipient moves at least 20 feet before making a melee attack, they gain a +1 damage per 20 ft traveled for the attack. At vehicle speeds the recipient gains +5 damage per two squares traveled. [B]Spring Attack[/B] The recipient gains the benefits of the Spring Attack feat, even if they do not possess the prerequisite feats. A recipient can move before and after an attack, and if the recipient has multiple attacks can move before and after each attack per round, but the total movement can not exceed their normal movement (100 ft). [B]Super Speed (Ex)[/B] The recipient has superhuman levels of speed, able to run at vehicle speeds (100 mph, 10 chase scale) as normal movement for 5 hours before needing to make a Fort save for exhaustion. The recipient can Run at speed of up to 200 mph (20 chase scale). Treat this as running, with all required checks and penalties associated with it, just at much faster speeds. [B]Blinding Punches[/B] As a full round attack, the recipient can launch a flurry of attacks against one target within 5 feet (making a 5 foot step). The recipient makes 1d6+2 attacks at -3 to attack roll and -2 damage for each attack, and can only be made with an unarmed or one handed weapon (knife, small hammer, brass knuckles, etc). For each successful hit the recipient makes, the target must make a Fort save DC 14 +1/successful hit or be Dazed for 1 +1 per successful hit after the first rounds. [B]One Mile Punch[/B] As a full round attack, the recipient charges (and taking the bonuses and penalties associated with a charge) an opponent at least 20 feet away, and makes a melee touch attack dealing 2d6+5 +Str modifier lethal damage. If the recipient takes -2 to attack roll and -5 damage, the recipient can also use their Bulldozer ability, but doesn't gain the bonuses except for distance the opponent is pushed back for a successful bull rush. If the recipient fails the bull rush attempted, the damage is still dealt. [B]Lightning Discharge[/B] Rolling Thunder can release a bolt of electrical energy that looks like short bolt of lightning, making a ranged touch attack at +4 attack roll, dealing 2d6 points electricity damage with a maximum range of 60 ft. Rolling Thunder can perform this attack 10 times a day. He can do this more times by making a Fort save DC 16, but each time causes 1d4 subdual damage. [B]Electrified Strike[/B] Rolling Thunder can add 1d4 electricity damage to his melee strikes as a free action, but can only do this a maximum of 20 times. Every 2 uses also consumes one of the uses of Rolling Thunder's Lightning Discharge attacks. [B][SIZE=6]Rolling Thunder Outfit[/SIZE][/B] This suit was created by Dhusdril to withstand the friction of his speed and to also safely contain the electrical discharges his body released until he had safely learned to control his powers. Made of a light-weight cloth-like material that is insulated against electricity, bleeds off heat generated by friction, and provides some protection against physical attacks. [B]Rolling Thunder Outfit (PL5-6)[/B] Type: Light Equipment Bonus: +3 Nonprof. Bonus: +1 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +5 Armour Penalty: -2 Speed (30 ft): - Weight: 8 lbs Purchase DC: 23 Restriction: Unique Notes: Provides immunity to electrical based attacks, DR 3, has a built in radio and police scanner, goggles have a HUD system with GPS and map to allow him to navigate quickly and help plot the quickest routes. Also has a heating and cooling system to keep him comfortable in temperatures between -20 degrees Celsius and 45 degrees Celsius, with a built in water supply to keep him hydrated for 24 hours before requiring to be refilled. [/QUOTE]
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