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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8191707" data-attributes="member: 6668634"><p>A generic shotgun toting thug NPC you can use in your games. Loosely based on one of the villians from Marvels Avengers Alliance.</p><p></p><p><strong><span style="font-size: 26px">Lead Foot</span></strong></p><p>A typical thug found and employed by various criminal that is armed with a shotgun, wearing a leather jacket and a ski mask to cover their face. Well off Lead Foots have access to alternate ammunition including phosphor rounds, hollow-point and others. Lead Foots generally work for the highest payer, or in lean times anyone willing to pay for their services. They can function as hit man, guards, robbers, perform drive-by shootings.</p><p></p><p><strong>Lead Foot Low Level (Fast Ord 2)</strong></p><p>Type: Human</p><p>Size: Medium</p><p>CR: 1</p><p>Hit Points: 2d8, 12 hp</p><p>Mas: 11</p><p>Init: +2</p><p>Speed: 30 ft</p><p>Defense: 16, Touch 16, Flatfooted 14 (+2 Dex, +4 Class)</p><p>BAB/Grp: +1 / +1</p><p>FS/Reach: 5 ft x 5 ft / 5 ft</p><p>Attacks: +1 melee knife (1d4 slashing), +3 ranged shotgun (2d8 ballistic)</p><p>Special Attacks:</p><p>Special Qualities:</p><p>Allegiances:</p><p>Saves: Fort +0, Reflex +4, Will +1</p><p>Reputation:</p><p>Occupation: Criminal (Disable Device, Sleight of Hand)</p><p>Abilities: Str 10, Dex 15, Con 11, Int 9, Wis 12, Cha 12</p><p>Skills: Balance +4, Bluff +1, Disable Device +2, Drive +3, Escape Artist +2, Intimidate +2, Knowledge: Street Wise +0, Listen +2, Move Silently +3, Sleight of Hand +3, Spot +3</p><p>Feats: Simple Weapons Proficiency, Personal Weapons Proficiency, Point Blank Shot, Quick Reload</p><p>Possessions: Modified Beretta M3P, typically 2 drums and 2 5-round magazines, 1 knife, personal items</p><p></p><p><strong>Lead Foot Mid Level (Fast Ord 6)</strong></p><p>Type: Human</p><p>Size: Medium</p><p>CR: 5</p><p>Hit Points: 6d8, 29 hp</p><p>Mas: 11</p><p>Init: +2</p><p>Speed: 30 ft</p><p>Defense: 20, Touch 18, Flatfooted 18 (+2 Dex, +6 Class, +2 Equipment)</p><p>BAB/Grp: +4 / +4</p><p>FS/Reach: 5 ft x 5 ft / 5 ft</p><p>Attacks: +4 melee knife (1d4 slashing), +6 ranged shotgun (2d8 ballistic)</p><p>Special Attacks: Buckshot</p><p>Special Qualities: Itch Trigger</p><p>Allegiances:</p><p>Saves: Fort +2, Reflex +5, Will +2</p><p>Reputation: +2</p><p>Occupation: Criminal (Disable Device, Sleight of Hand)</p><p>Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 12, Cha 12</p><p>Skills: Balance +4, Bluff +3, Disable Device +3, Drive +4, Escape Artist +2, Intimidate +3, Knowledge: Street Wise +2, Listen +3, Move Silently +5, Sleight of Hand +4, Spot +4</p><p>Feats: Simple Weapons Proficiency, Personal Weapons Proficiency, Point Blank Shot, Quick Reload, Dodge, Drive-By Attack, Double Tap, Armour Proficiency (Light).</p><p>Possessions: Modified Beretta M3P, typically 2 drums and 2 5-round magazines, 1 knife, personal items, padded leather jacket (similar to leather armour but impromptu instead of archaic)</p><p></p><p><strong>Buckshot</strong></p><p>While the Lead Foot's shotgun is loaded with standard ammunition, they can make an Wisdom check DC 15 as part of a full round attack, at -4 to attack roll. If the attack hits, it deals only +1 damage plus +1 per 2 points beats the DC and if the target is suffering from bleeding (continual damage from blood loss), dizzy, exposed, slow or weakness conditions or in the same round suffered any cold or fire damage deals double damage.</p><p></p><p><strong>Itchy Trigger</strong></p><p>The Lead Foot has an itchy trigger finger, ready to fire their weapon, gaining +1 to initiative, also if the Lead Foot rolled a natural 17, 18 , 19 or 20 attack roll with their shotgun they can make an immediate free single attack at -2 against the same target, provided there is enough ammunition in the weapon.</p><p></p><p><strong><span style="font-size: 22px">Modified Beretta M3P</span></strong></p><p>This 12 gauge shotgun, normally used by police and security forces, is modified by Black Market agents to use a drum instead of a 5 box magazine. The drum is capable of carrying up to 3 different types of ammunition, split equally into groups of 10.</p><p></p><p><strong>Modified Beretta M3P Shotgun, 12ga (PL5 Personal Firearms Proficiency)</strong></p><p>Damage: 2d8</p><p>Critical: 20</p><p>Damage Type: ballistic</p><p>Range Increment: 30 ft</p><p>Rate of Fire: S</p><p>Size: Large</p><p>Weight: 10 lb</p><p>Ammo: 5 box or 30 Drum</p><p>Purchase DC: 19 Res (+2)</p><p>Notes: Can accept normal 5 round box or 30 round box that is capable of carrying 3 different types of ammunition split into groups of 10</p><p></p><p><strong><span style="font-size: 18px">Specialty Ammunition</span></strong></p><p><strong>Armour Piercing</strong> - These slugs are designed to penetrate armour. If the target is wearing armour, gains +2 bonus to attack, also targets with natural DR/hardness (by species traits, feats or talents) ignores 2 points.</p><p><strong>White Phosphorous (WP)</strong> - These slugs are tipped with white phosphorous and can inflict terrible burns on a target. These rounds go off if they strike anything between the shooter and the target. Any target damaged by a white phosphorous shot takes an additional 1d6 points of fire damage and risks catching on fire (cee Catching on fire in Chapter Seven of D20 core book).</p><p><strong>Thermite Round</strong> - These slugs are tipped with white phosphorous and filled with thermite, designed to burn through heavy armour and objects. They also deal incredible damage to living targets. The rounds deal only 2d4 points of ballistic damage plus 3d6 points of fire damage, followed by 2d6 points of fire damage the next round and 1d6 points of fire damage the round after, with a chance of the target catching fire each round. Each round the Thermite round deals damage, if the target has Hardness, or DR, it is reduced by 1 each round.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8191707, member: 6668634"] A generic shotgun toting thug NPC you can use in your games. Loosely based on one of the villians from Marvels Avengers Alliance. [B][SIZE=7]Lead Foot[/SIZE][/B] A typical thug found and employed by various criminal that is armed with a shotgun, wearing a leather jacket and a ski mask to cover their face. Well off Lead Foots have access to alternate ammunition including phosphor rounds, hollow-point and others. Lead Foots generally work for the highest payer, or in lean times anyone willing to pay for their services. They can function as hit man, guards, robbers, perform drive-by shootings. [B]Lead Foot Low Level (Fast Ord 2)[/B] Type: Human Size: Medium CR: 1 Hit Points: 2d8, 12 hp Mas: 11 Init: +2 Speed: 30 ft Defense: 16, Touch 16, Flatfooted 14 (+2 Dex, +4 Class) BAB/Grp: +1 / +1 FS/Reach: 5 ft x 5 ft / 5 ft Attacks: +1 melee knife (1d4 slashing), +3 ranged shotgun (2d8 ballistic) Special Attacks: Special Qualities: Allegiances: Saves: Fort +0, Reflex +4, Will +1 Reputation: Occupation: Criminal (Disable Device, Sleight of Hand) Abilities: Str 10, Dex 15, Con 11, Int 9, Wis 12, Cha 12 Skills: Balance +4, Bluff +1, Disable Device +2, Drive +3, Escape Artist +2, Intimidate +2, Knowledge: Street Wise +0, Listen +2, Move Silently +3, Sleight of Hand +3, Spot +3 Feats: Simple Weapons Proficiency, Personal Weapons Proficiency, Point Blank Shot, Quick Reload Possessions: Modified Beretta M3P, typically 2 drums and 2 5-round magazines, 1 knife, personal items [B]Lead Foot Mid Level (Fast Ord 6)[/B] Type: Human Size: Medium CR: 5 Hit Points: 6d8, 29 hp Mas: 11 Init: +2 Speed: 30 ft Defense: 20, Touch 18, Flatfooted 18 (+2 Dex, +6 Class, +2 Equipment) BAB/Grp: +4 / +4 FS/Reach: 5 ft x 5 ft / 5 ft Attacks: +4 melee knife (1d4 slashing), +6 ranged shotgun (2d8 ballistic) Special Attacks: Buckshot Special Qualities: Itch Trigger Allegiances: Saves: Fort +2, Reflex +5, Will +2 Reputation: +2 Occupation: Criminal (Disable Device, Sleight of Hand) Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 12, Cha 12 Skills: Balance +4, Bluff +3, Disable Device +3, Drive +4, Escape Artist +2, Intimidate +3, Knowledge: Street Wise +2, Listen +3, Move Silently +5, Sleight of Hand +4, Spot +4 Feats: Simple Weapons Proficiency, Personal Weapons Proficiency, Point Blank Shot, Quick Reload, Dodge, Drive-By Attack, Double Tap, Armour Proficiency (Light). Possessions: Modified Beretta M3P, typically 2 drums and 2 5-round magazines, 1 knife, personal items, padded leather jacket (similar to leather armour but impromptu instead of archaic) [B]Buckshot[/B] While the Lead Foot's shotgun is loaded with standard ammunition, they can make an Wisdom check DC 15 as part of a full round attack, at -4 to attack roll. If the attack hits, it deals only +1 damage plus +1 per 2 points beats the DC and if the target is suffering from bleeding (continual damage from blood loss), dizzy, exposed, slow or weakness conditions or in the same round suffered any cold or fire damage deals double damage. [B]Itchy Trigger[/B] The Lead Foot has an itchy trigger finger, ready to fire their weapon, gaining +1 to initiative, also if the Lead Foot rolled a natural 17, 18 , 19 or 20 attack roll with their shotgun they can make an immediate free single attack at -2 against the same target, provided there is enough ammunition in the weapon. [B][SIZE=6]Modified Beretta M3P[/SIZE][/B] This 12 gauge shotgun, normally used by police and security forces, is modified by Black Market agents to use a drum instead of a 5 box magazine. The drum is capable of carrying up to 3 different types of ammunition, split equally into groups of 10. [B]Modified Beretta M3P Shotgun, 12ga (PL5 Personal Firearms Proficiency)[/B] Damage: 2d8 Critical: 20 Damage Type: ballistic Range Increment: 30 ft Rate of Fire: S Size: Large Weight: 10 lb Ammo: 5 box or 30 Drum Purchase DC: 19 Res (+2) Notes: Can accept normal 5 round box or 30 round box that is capable of carrying 3 different types of ammunition split into groups of 10 [B][SIZE=5]Specialty Ammunition[/SIZE] Armour Piercing[/B] - These slugs are designed to penetrate armour. If the target is wearing armour, gains +2 bonus to attack, also targets with natural DR/hardness (by species traits, feats or talents) ignores 2 points. [B]White Phosphorous (WP)[/B] - These slugs are tipped with white phosphorous and can inflict terrible burns on a target. These rounds go off if they strike anything between the shooter and the target. Any target damaged by a white phosphorous shot takes an additional 1d6 points of fire damage and risks catching on fire (cee Catching on fire in Chapter Seven of D20 core book). [B]Thermite Round[/B] - These slugs are tipped with white phosphorous and filled with thermite, designed to burn through heavy armour and objects. They also deal incredible damage to living targets. The rounds deal only 2d4 points of ballistic damage plus 3d6 points of fire damage, followed by 2d6 points of fire damage the next round and 1d6 points of fire damage the round after, with a chance of the target catching fire each round. Each round the Thermite round deals damage, if the target has Hardness, or DR, it is reduced by 1 each round. [/QUOTE]
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