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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8345299" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Tiberium Razorbacks</span></strong></p><p></p><p>With the spread of Tiberium across large parts of Australia, not only has the land been altered, but the local plants and wildlife as well. Some species has been completely wiped out, and others have adapted and been forever changed. One of the species to not only survive, but thrive, in the Tiberium fields are mutated razorbacks, or wild pigs. These boars have been mutated by the Tiberium, making them resilient, aggressive and far removed from their original roots. While each mutation isn't exactly the same amongst the razorbacks, a few noticeable mutation strains have been found in large numbers.</p><p></p><p><strong><span style="font-size: 22px">Shardback</span></strong></p><p>The Shardback is only slightly larger than the average razorback, which are already the size of large dogs, but they have rows of Tiberium crystals growing from the top of their head and running along their neck and back like a mane, their skin and fur has an off-green tint, with small but sharp bits of crystal sticking out all over its body. The Shardback uses these crystals as a means of defense as they can angle and shift to help deflect attacks, and offensively, brushing them against targets they slam against, slicing the target, or it can launch shards of crystal with great force. Shardbacks are usually found around large crystal deposits and Blossom Trees, but are also found roaming the borders of Tiberium fields.</p><p></p><p><strong>Shardback</strong></p><p>Type: Animal, Aberration</p><p>Size: Medium</p><p>CR: 4</p><p>Hit Points: 4d8+12, 29</p><p>Mas: 17</p><p>Init: +0</p><p>Speed: 40 ft</p><p>Defense: 18, touch 10, flat-footed 18 (+8 natural)</p><p>BAB/Grp: +3 / +4</p><p>FS/Reach: 5 ft by 5 ft/ 5 ft</p><p>Attacks: +5 melee (1d8+3 gore), +4 ranged shard (1d4+2)</p><p>Special Attacks: shard burst.</p><p>Special Qualities: ferocity, low-light vision, scent, tiberium affinity, shard defense</p><p>Allegiances:</p><p>Saves: Fort +4, Reflex +1, Will +5</p><p>Reputation:</p><p>Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4</p><p>Skills: Listen +5, Spot +5, Search +3, Survival +3</p><p>Feats: Point blank shot, shot on the run</p><p>Possessions:</p><p>Advancement: 5-6 (HD Medium)</p><p></p><p><strong>Combat</strong></p><p>Shardbacks are aggressive and will start by launching Tiberium crystal shards at target, and will move and shoot shards and move, keeping out of melee range for as long as possible. If they are surrounded they will use their shard burst to strike as many as possible. Shardbacks are not vulnerable when the enemy gets close, they will gore an enemy with their sharp tusks, and when attacked, the crystals covering their bodies offer some added protection and wound the enemy in return.</p><p></p><p>Shard: The Shardback can launch a shard of Tiberium crystal at a distant foe. These shards deal 1d4+1 piercing damage, plus targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. The Shardback can launch a shard with a range increment of 30 feet, out to 5 increments.</p><p></p><p>Shard Burst (Ex): The Shardback can release multiple shards of tiberium crystals in a burst around itself as a full round action, filling a 15 foot radius centered on itself, dealing 2d4+1 piercing damage plus targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. Targets can make a Reflex save DC 15 for half damage. The fired shards that don't strike anything have a 50% chance of not shattering and can be collected, but are hazardous as they are Tiberium crystals, about 1 inch long, three quarters of an inch across. The Shardback can use this ability 4 times per day (1 + Con modifier).</p><p></p><p>Shard Defense (Ex): Opponents that make a melee strike against the Shardback, except with a reach weapon, suffer 1 point of damage as the Shardback is covered in sharp, but tiny shards of Tiberium crystals, and save against Tiberium poisoning from injury.</p><p></p><p>Ferocity (Ex): The Shardback is so fiercely aggressive in combat that it continues fighting even when disabled or dying. See page 141 in d20 Modern book for explanations of disabled and dying.</p><p></p><p>Scent (Ex): This ability allows the Shardback to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details.</p><p></p><p>Tiberium Affinity (Ex): The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium.</p><p></p><p><strong><span style="font-size: 22px">Razorbrute</span></strong></p><p>The Razorbrute are large boars that have been mutated by Tiberium to give them increased size and strength. They have oversized mouths and tusks, veiny muscles that are pumping with Tiberium mutated blood, and have armour plates that appear to be made of Tiberium, offering good protection. These plates while offering protection, do break, but quickly regrow.</p><p></p><p><strong>Razorbrute</strong></p><p>Type: Animal, Aberration</p><p>Size: Large</p><p>CR: 5</p><p>Hit Points: 7d8+35, 75</p><p>Mas: 20</p><p>Init: +0</p><p>Speed: 50 ft</p><p>Defense: 21, touch 9, flat-footed 21 (+12 natural, -1 size)</p><p>BAB/Grp: +5 / +7</p><p>FS/Reach: 10 ft by 10 ft/ 5 ft</p><p>Attacks: +10 melee gore (2d6+5)</p><p>Special Attacks: tiberium gas</p><p>Special Qualities: ferocity, low-light vision, scent, tiberium affinity, damage reduction</p><p>Allegiances:</p><p>Saves: Fort +7, Reflex +2, Will +6</p><p>Reputation:</p><p>Abilities: Str 20, Dex 10, Con 20, Int 2, Wis 13, Cha 4</p><p>Skills: Listen +5, Spot +6, Search +4, Survival +5</p><p>Feats: Augment Critical</p><p>Possessions:</p><p>Advancement: 5-6 (HD Medium)</p><p></p><p><strong>Combat</strong></p><p>Razorbrutes are incredibly aggressive and charge into combat, letting their crystal plating protect them from damage, and will release a cloud of Tiberium gas to weaken creatures that survive its initial gore, or when surrounded.</p><p></p><p>Augment Critical: The Razorbrute scores a critical on a role of 19 and 20 with its gore attack, dealing triple damage.</p><p></p><p>Tiberium Gas (Ex): The Razorbrute can release a cloud of Tiberium gas as a full round action, filling a 20 foot radius burst around itself, cloud lasts for 5 minutes if there is no wind. Any creature in the cloud is immediately exposed to Tiberium gas and is suffering from Tiberium exposure. If the Razorbrute moves out of the cloud, Tiberium gas lingers to it and for 1d4 rounds any creature within melee range of the Razorbrute is exposed to Tiberium gas exposure. The Razorbrute can release this cloud of Tiberium gas 5 (2 + Con modifier) times per day.</p><p></p><p>Damage Reduction: The plates of Tiberium crystal that cover the Razorbrute provide it with great resistance, with damage reduction 10. Each time the Razorbrute suffers damage from a physical source (slashing, piercing, ballistic, an explosive, bites, etc), the damage reduction is reduced by 1, and Tiberium gas is released that covers a 5 foot area around the Razorbrute for 1 round. The damage reduction regenerates 1 point every 5 rounds the Razorbrute isn't in combat, or 1 for every round it is in a Tiberium crystal field.</p><p></p><p>Ferocity (Ex): The creature is so fiercely aggressive in combat that it continues fighting even when disabled or dying. See page 141 in d20 Modern book for explanations of disabled and dying.</p><p></p><p>Scent (Ex): This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details.</p><p></p><p>Tiberium Affinity (Ex): The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8345299, member: 6668634"] [B][SIZE=7]Tiberium Razorbacks[/SIZE][/B] With the spread of Tiberium across large parts of Australia, not only has the land been altered, but the local plants and wildlife as well. Some species has been completely wiped out, and others have adapted and been forever changed. One of the species to not only survive, but thrive, in the Tiberium fields are mutated razorbacks, or wild pigs. These boars have been mutated by the Tiberium, making them resilient, aggressive and far removed from their original roots. While each mutation isn't exactly the same amongst the razorbacks, a few noticeable mutation strains have been found in large numbers. [B][SIZE=6]Shardback[/SIZE][/B] The Shardback is only slightly larger than the average razorback, which are already the size of large dogs, but they have rows of Tiberium crystals growing from the top of their head and running along their neck and back like a mane, their skin and fur has an off-green tint, with small but sharp bits of crystal sticking out all over its body. The Shardback uses these crystals as a means of defense as they can angle and shift to help deflect attacks, and offensively, brushing them against targets they slam against, slicing the target, or it can launch shards of crystal with great force. Shardbacks are usually found around large crystal deposits and Blossom Trees, but are also found roaming the borders of Tiberium fields. [B]Shardback[/B] Type: Animal, Aberration Size: Medium CR: 4 Hit Points: 4d8+12, 29 Mas: 17 Init: +0 Speed: 40 ft Defense: 18, touch 10, flat-footed 18 (+8 natural) BAB/Grp: +3 / +4 FS/Reach: 5 ft by 5 ft/ 5 ft Attacks: +5 melee (1d8+3 gore), +4 ranged shard (1d4+2) Special Attacks: shard burst. Special Qualities: ferocity, low-light vision, scent, tiberium affinity, shard defense Allegiances: Saves: Fort +4, Reflex +1, Will +5 Reputation: Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4 Skills: Listen +5, Spot +5, Search +3, Survival +3 Feats: Point blank shot, shot on the run Possessions: Advancement: 5-6 (HD Medium) [B]Combat[/B] Shardbacks are aggressive and will start by launching Tiberium crystal shards at target, and will move and shoot shards and move, keeping out of melee range for as long as possible. If they are surrounded they will use their shard burst to strike as many as possible. Shardbacks are not vulnerable when the enemy gets close, they will gore an enemy with their sharp tusks, and when attacked, the crystals covering their bodies offer some added protection and wound the enemy in return. Shard: The Shardback can launch a shard of Tiberium crystal at a distant foe. These shards deal 1d4+1 piercing damage, plus targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. The Shardback can launch a shard with a range increment of 30 feet, out to 5 increments. Shard Burst (Ex): The Shardback can release multiple shards of tiberium crystals in a burst around itself as a full round action, filling a 15 foot radius centered on itself, dealing 2d4+1 piercing damage plus targets struck must save against Tiberium poisoning (injury) and exposure, and must make new saves against Tiberium poisoning every minute the shard is left in the target. Removing the shard requires a Treat Injury check DC 18 and 5 minutes of work to remove the shard safely. Targets can make a Reflex save DC 15 for half damage. The fired shards that don't strike anything have a 50% chance of not shattering and can be collected, but are hazardous as they are Tiberium crystals, about 1 inch long, three quarters of an inch across. The Shardback can use this ability 4 times per day (1 + Con modifier). Shard Defense (Ex): Opponents that make a melee strike against the Shardback, except with a reach weapon, suffer 1 point of damage as the Shardback is covered in sharp, but tiny shards of Tiberium crystals, and save against Tiberium poisoning from injury. Ferocity (Ex): The Shardback is so fiercely aggressive in combat that it continues fighting even when disabled or dying. See page 141 in d20 Modern book for explanations of disabled and dying. Scent (Ex): This ability allows the Shardback to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details. Tiberium Affinity (Ex): The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium. [B][SIZE=6]Razorbrute[/SIZE][/B] The Razorbrute are large boars that have been mutated by Tiberium to give them increased size and strength. They have oversized mouths and tusks, veiny muscles that are pumping with Tiberium mutated blood, and have armour plates that appear to be made of Tiberium, offering good protection. These plates while offering protection, do break, but quickly regrow. [B]Razorbrute[/B] Type: Animal, Aberration Size: Large CR: 5 Hit Points: 7d8+35, 75 Mas: 20 Init: +0 Speed: 50 ft Defense: 21, touch 9, flat-footed 21 (+12 natural, -1 size) BAB/Grp: +5 / +7 FS/Reach: 10 ft by 10 ft/ 5 ft Attacks: +10 melee gore (2d6+5) Special Attacks: tiberium gas Special Qualities: ferocity, low-light vision, scent, tiberium affinity, damage reduction Allegiances: Saves: Fort +7, Reflex +2, Will +6 Reputation: Abilities: Str 20, Dex 10, Con 20, Int 2, Wis 13, Cha 4 Skills: Listen +5, Spot +6, Search +4, Survival +5 Feats: Augment Critical Possessions: Advancement: 5-6 (HD Medium) [B]Combat[/B] Razorbrutes are incredibly aggressive and charge into combat, letting their crystal plating protect them from damage, and will release a cloud of Tiberium gas to weaken creatures that survive its initial gore, or when surrounded. Augment Critical: The Razorbrute scores a critical on a role of 19 and 20 with its gore attack, dealing triple damage. Tiberium Gas (Ex): The Razorbrute can release a cloud of Tiberium gas as a full round action, filling a 20 foot radius burst around itself, cloud lasts for 5 minutes if there is no wind. Any creature in the cloud is immediately exposed to Tiberium gas and is suffering from Tiberium exposure. If the Razorbrute moves out of the cloud, Tiberium gas lingers to it and for 1d4 rounds any creature within melee range of the Razorbrute is exposed to Tiberium gas exposure. The Razorbrute can release this cloud of Tiberium gas 5 (2 + Con modifier) times per day. Damage Reduction: The plates of Tiberium crystal that cover the Razorbrute provide it with great resistance, with damage reduction 10. Each time the Razorbrute suffers damage from a physical source (slashing, piercing, ballistic, an explosive, bites, etc), the damage reduction is reduced by 1, and Tiberium gas is released that covers a 5 foot area around the Razorbrute for 1 round. The damage reduction regenerates 1 point every 5 rounds the Razorbrute isn't in combat, or 1 for every round it is in a Tiberium crystal field. Ferocity (Ex): The creature is so fiercely aggressive in combat that it continues fighting even when disabled or dying. See page 141 in d20 Modern book for explanations of disabled and dying. Scent (Ex): This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details. Tiberium Affinity (Ex): The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium. [/QUOTE]
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