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<blockquote data-quote="kronos182" data-source="post: 8551737" data-attributes="member: 6668634"><p>Some members of the Dominion..</p><p></p><p><strong><span style="font-size: 26px">Vorta</span></strong></p><p>The Vorta are a humanoid species genetically-engineered by the Founders of the Dominion, who act as field commanders, administrators, scientists, diplomats and doctors. Vorta have pale skin, violet eyes and elongated ears that were completely joined to the rest of the head. Their genome were altered by the Founders to give them incredible hearing, but poor eye sight, and immune to most forms of poisons and venoms. They were also genetically altered to see the Founders as Gods, and most of the Vorta population are subservient to them, but some deviants exist. Most Vorta are created as clones from several existing templates, but they can breed normally, but is rarely done.</p><p>Thanks to the genetic modifications, most Vorta are found in roles of leaders, scientists, administrators and diplomate, and rarely deviate from such roles, even when not working for the Dominion.</p><p></p><p><strong><span style="font-size: 22px">Racial Traits:</span></strong></p><p><strong>Ability Modifiers: </strong>+1 Intelligence, +1 Wisdom, +2 Charisma, -2 Strength. Vorta are intelligent and cunning, many are quite charming or skilled manipulators functioning as diplomats, leaders and administrators.</p><p><strong>Medium:</strong> As Medium creatures, Vorta have no special bonuses or penalties due to their size.</p><p><strong>Speed:</strong> Vorta base land speed is 30 feet.</p><p><strong>Racial Skills:</strong> -2 Spot, +5 Listen. Vorta have poor eye sight but excellent hearing, close in range to an Earth canine.</p><p><strong>Extreme Loyalty:</strong> Vorta are genetically engineered to be loyal to the Founders, seeing them as Gods. Any skills, checks or rolls related to their allegiances gain +2. Even deviants that break from the Dominion are still loyal to the Founders, in their own ways.</p><p><strong>Genetic Training:</strong> Due to the genetic modifications, Vorta are skilled in the roles intended for them. All Vorta have +1 to Bluff, Sense Motive and Gather Information as they are trained to gather information to benefit the Dominion, and hide any secrets of the Founders. Pick one of the following roles: Diplomat +2 Bluff, +4 Diplomacy, +2 Gather Information, ; Leader +4 Knowledge: Tactics, +4 Gather Information; Scientist +2 to 2 Knowledge skills, +2 Computer Use , +2 any 1 Craft; Doctor +2 Craft: Pharmaceutical, +4 Treat Injury.</p><p><strong>Clones:</strong> Virtually all Vorta are clones, with the memories of the previous clones integrated into the next clone. Vortas refer to their previous clones by their number or as 'my predecessor' and many will exhibit slight personality differences from previous clones, and 5% to be significantly different. There is a 5% chance a Vorta is not a clone and born through natural means. Only the Dominion has the technology to transfer memories from a previous clone to the next clone in the line. If the Vorta dies and member of the Dominion, if the body is returned to a Dominion facility within 1 week of death, and the head isn't destroyed, the next clone will have all the memories of the dead clone minus 1d10x2 hours prior to their death of memories.</p><p><strong>Reputation:</strong> Vorta, being so well known for being servants of the Dominion +1 Reputation. </p><p><strong>ECL: </strong>+1</p><p></p><p><strong><span style="font-size: 26px">Jem'Hadar</span></strong></p><p>The Jem'Hadar are a genetically-engineered reptilian-like humanoid species used by the Dominion as their soldiers and enforcers. Thanks to the genetic modifications by the founders, Jem'Hadar are created in birthing chambers or hatcheries, reaching full maturity in three days, and all are male, with a genetic memory with basic knowledge of how to fight and believing that the Founders are Gods and show utter devotion to them, although some deviations have appeared and are less loyal than others.</p><p>Jem'Hadar require very little food as they are genetically engineered to be dependant on the drug ketracel-white for their nourishment. This also allows them to require very little sleep and don't fatigue easily, able to remain awake and fully alert and ready for combat at peak or near peak efficiency for 5 days, sometimes longer. Without ketracel-white, they go through withdrawl and their body beings to shutdown and they will die. Other modifications include enhanced eye sight, great strength, and the ability to "shroud" themselves, which functions as a biological form of cloaking.</p><p></p><p><strong><span style="font-size: 22px">Racial Traits:</span></strong></p><p><strong>Ability Modifiers:</strong> +5 Strength, +2 Constitution. Jem'Hadar are strong and hearty, modified for strength and resilience.</p><p><strong>Medium:</strong> As Medium creatures, Jem'Hadar have no special bonuses or penalties due to their size, however they tend to be larger than average humanoids, with 6 feet or taller being the average height.</p><p><strong>Speed:</strong> Jem'Hadar base land speed is 30 feet.</p><p><strong>Racial Skills:</strong> +3 Spot and +1 Survival skills. Jem'Hadar are created with excellent eye sight and skills to survive.</p><p><strong>Extreme Loyalty:</strong> Jem'Hadar are extremely loyal to the Dominion and especially the Founders, bred to consider them to be gods. Any skills, checks or rolls related to their allegiances gain +2.</p><p><strong>Ketracel-White Dependency:</strong> Jem'Hadar are genetically dependent on Ketracel-White, if they don't have a regular supply the go through withdrawal symptoms and will die. Jem'Hadar require 20 oz a day. The first day without Ketracel-white the Jem'Hadar suffer -1 to all skills and attack rolls, and -1 to Defense. For each day they go without Ketracel-White after the first, suffer -1 to Strength and Con, when they reach Con score of 5, they must make a save vs original Con store or die. If they successfully save, must make a save vs original Con score until they die or reach 0 Con and die.</p><p><strong>Fatigue Immunity:</strong> Jem'Hadar are immune to Fatigue status and are also immune to being stunned. They are also able to remain awake for 4+ Con Modifier days at peak efficiency before requiring 4 hours of rest.</p><p><strong>Training:</strong> As a warrior race, and by genetic memory training, all Jem'Hadar are taught how to use a number of weapons, granting all Jem'Hadar Simple Weapons Proficiency, Personal Firearms Proficiency, and a number of Dominion weapons developed for the Jem'Hadar.</p><p><strong>Shroud:</strong> All Jem'Hadar have the ability to "shroud" themselves, virtually turning invisible and incredibly difficult to detect with sensors. Takes 1 round to turn invisible, granting +15 to Hide checks, all visual, heat, energy and lifesigns sensors/detectors are at -15 to detect a shrouded Jem'Hadar. If the Jem'Hadar is suffering from withdrawal, they can not use their shroud ability. Note, this doesn't make them silent, thus they must train to move silently. The Jem'Hadar must drop the shroud in order to attack, which is a free action.</p><p><strong>Reputation:</strong> Jem'Hadar are well known for being the soldiers of the Jem'Hadar, never giving up, always coming until ordered not to. +2 to Reputation. They also gain a +3 bonus to Intimidation checks.</p><p><strong>ECL:</strong> +3</p><p></p><p><strong><span style="font-size: 22px">Jem'Hadar Soldier</span></strong></p><p>Type: Humanoid</p><p>Size: Medium</p><p>CR: 4</p><p>Hit Points: 26 (4d8+8)</p><p>Mas: 15</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: (+1 Dex</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: +4 ranged (polaron rifle 3d10+1), or +8 melee (kar'takin 2d4 slashing or 1d8 piercing)</p><p>Special Qualities: Shroud, Fatigue immunity, Ketracel-white dependency, Gamma</p><p>Allegiances: Dominion, Founders</p><p>Saves: Fort +6, Reflex +2, Will +1</p><p>Reputation: +2</p><p>Abilities: Str 20, Dex 13, Con 15, Int 11, Wis 10, Cha 9</p><p>Skills: Demolitions +2, Hide +2 (+17 shroud), Knowledge: Tactics +2, Listen +3, Move Silently +3, Spot +3, Survival +3</p><p>Feats: Simple weapons proficiency, personal weapons proficiency, medium armour (Jem'Hadar armour)</p><p>Possessions: kar'takin, polaron pistol or rifle, Jem'Hadar armour, ketracel-white</p><p></p><p><strong>Combat</strong></p><p>Jem'Hadar are breed and created for combat, well trained in multiple forms of combat. They engage in ranged combat and close to melee. If they are able, they will draw their kar'takin immediately before engaging in melee, but if there is no time, they will strike with their rifle and fists.</p><p>If the mission requires stealth or they know they will be outnumbers, they will use their shroud ability to render themselves undetectable and hid in good locations for ambushes, create kill boxes. They will use their shroud to sneak up on opponents and use their kar'takin to silently kill if the mission requires, making them excellent assassins.</p><p>If their opponents have personal shielding, they will move into melee range and let their armour's ability to penetrate shielding to use their kar'takin.</p><p></p><p><strong>Gamma</strong></p><p>Most Jem'Hadar are from the Gamma Quadrant and are trained in combating races from the Gamma Quadrant. These Jem'Hadar gain a +1 to attack rolls, melee damage, Knowledge related checks and Search and Survival checks to track Gamma Quadrant races.</p><p></p><p><strong>Ketracel-White Dependency</strong></p><p>Jem'Hadar are genetically dependent on Ketracel-White, if they don't have a regular supply the go through withdrawal symptoms and will die. Jem'Hadar require 20 oz a day. The first day without Ketracel-white the Jem'Hadar suffer -1 to all skills and attack rolls, and -1 to Defense. For each day they go without Ketracel-White after the first, suffer -1 to Strength and Con, when they reach Con score of 5, they must make a save vs original Con store or die. If they successfully save, must make a save vs original Con score until they die or reach 0 Con and die.</p><p></p><p><strong>Fatigue Immunity</strong></p><p>Jem'Hadar are immune to Fatigue status and are also immune to being stunned. They are also able to remain awake for 4+ Con Modifier days at peak efficiency before requiring 4 hours of rest.</p><p></p><p><strong>Shroud</strong></p><p>All Jem'Hadar have the ability to "shroud" themselves, virtually turning invisible and incredibly difficult to detect with sensors. Takes 1 round to turn invisible, granting +15 to Hide checks, all visual, heat, energy and lifesigns sensors/detectors are at -15 to detect a shrouded Jem'Hadar. If the Jem'Hadar is suffering from withdrawal, they can not use their shroud ability. Note, this doesn't make them silent, thus they must train to move silently. The Jem'Hadar must drop the shroud in order to attack, which is a free action.</p><p></p><p></p><p><strong><span style="font-size: 18px">Phased Polaron Pistol, Jem'Hadar</span></strong></p><p>These are the basic ranged weapon for the Jem'Hadar, used as backup weapons for the average soldier, and primary weapon while aboard starships when not in combat situations. These weapons have a stun setting, 1 lethal setting and a disintegration setting. The weapons are also designed with an anti-coagulant, so even hits that don't kill are still lethal over time.</p><p></p><p><strong>Phased Polaron Pistol, Jem'Hadar (TNG+ Era PL 6, Personal Firearms Proficiency)</strong></p><p>Damage: 3d8</p><p>Critical: 20x3</p><p>Damage Type: Energy/Fire</p><p>Range Increment: 50 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 4 lbs</p><p>Ammo: 25 internal, 25 anti-coagulant</p><p>Purchase DC: 19 Res (+2), Dominion</p><p>Notes: Anti-Coagulant</p><p>Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a stun setting blast.</p><p>Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.</p><p>Anti-Coagulant - When used on the lethal setting, an anti-coagulant agent is released with the discharge. Target struck suffers continuous, cumulative from multiple strikes, 1 point of damage from bleeding, until target receives treatment, Treat Injury DC 20, or with the application of a coagulating agent, or magical healing. This stacks with multiple attacks and with the wounding magical weapon ability.</p><p></p><p><strong><span style="font-size: 18px">Phased Polaron Rifle, Jem'Hadar</span></strong></p><p>These are the basic ranged rifle for the Jem'Hadar. These weapons have a stun setting, 1 lethal setting and a disintegration setting. The weapons are also designed with an anti-coagulant, so even hits that don't kill are still lethal over time.</p><p></p><p><strong>Phased Polaron Rifle, Jem'Hadar (TNG+ Era PL 6, Personal Firearms Proficiency)</strong></p><p>Damage: 3d10+1</p><p>Critical: 20x3</p><p>Damage Type: Energy/Fire</p><p>Range Increment: 90 ft</p><p>Rate of Fire: Semi, Automatic</p><p>Size: Medium</p><p>Weight: 9 lbs</p><p>Ammo: 75 internal, 50 anti-coagulant</p><p>Purchase DC: 19 Res (+2), Dominion</p><p>Notes: Anti-Coagulant</p><p>Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a stun setting blast.</p><p>Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d10+5 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.</p><p>Anti-Coagulant - When used on the lethal setting, an anti-coagulant agent is released with the discharge. Target struck suffers continuous, cumulative from multiple strikes, 1 point of damage from bleeding, until target receives treatment, Treat Injury DC 20, or with the application of a coagulating agent, or magical healing. This stacks with multiple attacks and with the wounding magical weapon ability.</p><p></p><p></p><p><strong><span style="font-size: 18px">Kar'takin</span></strong></p><p>A short polearm with a straight-edge blade with a stabbing point, favoured by the Jem'Hadar for hand-to-hand combat.</p><p></p><p><strong>Kar'takin (PL 4 Exotic Weapon Proficiency, Jem'Hadar)</strong></p><p>Damage: 2d4 / 1d8</p><p>Critical: x3 / 19-20 x2</p><p>Damage Type: Slashing / Piercing</p><p>Size: Medium</p><p>Weight: 7.5 lbs</p><p>Purchase DC: 15 (13 for Jem'Hadar)</p><p>Notes: Can make piercing or slashing attacks, not both at same time. Can be wielding one or two handed. If wielding with both hands, gains the benefit of the Power Attack feat even if they don't have it but only with the slashing straight blade. If wielder has the Power Attack feat, deals 1.5 damage per -1 to attack roll. Also gains benefit of Strength bonus of x1.5 when wield two handed in any way.</p><p></p><p><strong><span style="font-size: 18px">Jem'Hadar Armour</span></strong></p><p>This armour is worn by the Jem'Hadar, soldiers of the Dominion. The armour contains a spot to hold ketracel-white with a pump that connects a tube to the Jem'Hadar's neck to directly inject and pump the drug right into the Jem'Hadar. The armour is also equipped with a device that allows the wearer to penetrate personal shielding, allowing them to engage in melee combat with shielded foes.</p><p></p><p><strong>Jem'Hadar Armour (PL 7)</strong></p><p>Type: Medium</p><p>Equipment Bonus: +5</p><p>Nonprof. Bonus: +1</p><p>Max Dex: +3</p><p>Armour Penalty: -2</p><p>Speed (30 ft): 30 ft</p><p>Weight: 15 lbs</p><p>Purchase DC: 24</p><p>Restriction: Illegal +5 (Dominion Military +3)</p><p>Notes: Ketracel-White pump, anti-personal shield</p><p>Ketracel-White Pump - This device pumps the drug from a 20 oz container that is placed in a special, padded holster on the chest, under an outer layer. It is designed to provide the correct amount of the drug throughout the day to prevent the Jem'Hadar wearer from suffering from withdrawal. It is designed that it can reduce the amount to stretch a Jem'Hadar's supply by 25% increments. At 75% the Jem'Hadar suffers the effect of first day withdrawal while under the effect of 75% rationing and 1 extra day before the other effects of withdrawal take effect once the supply runs out. At 50% the Jem'Hadar suffers double the penalties of first day of withdrawal while under 50% rationing, and after 5 days on 50% rationing suffers as if been without the drug for 2 days. If 50% rationing continues, begins to suffer additional days of withdrawal at a rate of 3 days of rationing equals 1 day without. At 25% rationing, the Jem'Hadar suffers each day of withdrawal at a rate of every 2 days.</p><p>Anti-Personal Shield Device - If the wearer is fighting against someone with a personal force field, this device emits an inverse field that allows the wearer to interact with the shielded foe. The wearer ignores the shield completely, but only within 5 feet of the shielded target, able to use melee weapons or unarmed strikes.</p><p></p><p><strong><span style="font-size: 22px">Jem'Hadar Variants</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">Starship Crew</span></strong></p><p>These Jem'Hadar were trained to act as crew for starships, fighters or vehicles. Make the following changes/additions to the Jem'Hadar, with skills being replaced with the below:</p><p>Skills changes to: Remove Demolitions, add Pilot +3</p><p>Added feat Starship Operation (class of ship to be used on for ship pilots);</p><p>Typically equipped with Phased Polaron Pistol</p><p></p><p><span style="font-size: 18px"><strong>Commander</strong></span></p><p>Leaders of Jem'Hadar are referred to by numbers, the leader Jem'Hadar is the First, second in command is Second, and so on down in rank.</p><p>These Jem'Hadar are trained to be leaders of a group of soldiers. Make the following changes, with skills replacing the original as below:</p><p>+1 to attack;</p><p>Skills: Increase Listen +1, Search +1, Spot +1, Knowledge Tactics +2;</p><p>*Coordinate talent;</p><p>*Coordinate Talent the Jem'Hadar uses is slightly modified from the normal talent D20 Modern page 31. The Jem'Hadar commander unit has an effective Cha of 10 (+0 to rolls) for purposes for rolls, DC 10 +1/25 Jem'Hadar to coordinate, with range of 100 ft, able to coordinate up to 100 Jem'Hadar, lasting for a total of 1d4+1 rounds.</p><p></p><p><strong><span style="font-size: 18px">Alpha</span></strong></p><p>Alpha Jem'Hadar are Jem'Hadar created and modified in the Alpha Quadrant. These Jem'Hadar gain a +1 to attack rolls, melee damage, Knowledge related checks and Search and Survival checks to track Alpha Quadrant races, but suffer -1 against Gamma Quadrant races. They also do not get along with Gammas, suffer -1 to rolls interacting with Gamma Jem'Hadars.</p><p></p><p><strong><span style="font-size: 18px">Anti-Droid</span></strong></p><p>After the Dominion's exposure to the Galactic Empire, Rebels and New Republic forces, and seeing droids and cybernetic implants that appear quite lifelike, the Founders had their scientists went to work creating new Jem'Hadar. These Jem'Hadar are genetically altered to combat droids, androids and cyborgs. Their eyes are modified, giving them a form of x-ray and able to see EM fields generated by electronics of droids and cybernetics. They have special organs that can generate a powerful, but short ranged EMP to stun droids and shutdown cybernetics.</p><p>Make following changes to basic Jem'Hadar:</p><p>Gain X-ray vision;</p><p>EM Vision;</p><p>EM Pulse;</p><p>Droid Combat.</p><p></p><p><strong>X-Ray Vision</strong></p><p>As a free action, the Jem'Hadar can switch to their x-ray vision, able to see through objects up to 100 feet. Their vision can penetrate 5 inches of metal (except lead, which can not see through), and 8 inches of other materials, including concrete, wood, and plaster. Takes a free action to switch back to normal vision. While using X-ray vision, the Jem'Hadar's vision is reduced to the 100 foot long cone, everything outside is blurry, and suffer -1 to initiative.</p><p></p><p><strong>EM Vision</strong></p><p>As a free action, the Jem'Hadar can switch to their EM Vision, which allows them to detect electronic devices of all types, gaining a +4 to Search checks. This vision has a range of 100 feet, which gives the Jem'Hadar's vision a slight blue tint, and EM fields from electronic devices appear as various shades of blue, with stronger power sources darker shades. Beyond the 100 feet, vision is slightly blurred, but vision isn't limited like the X-ray vision. Switching back takes a free action.</p><p></p><p><strong>EM Pulse</strong></p><p>Through a special organ that generates electromagnetic energy, releases a pulse in a 15 foot burst radius, instantly shorting out all electronic devices. All affected devices remain non-functional until repaired. Deals no damage to living creatures. However, a creature with cybernetics attached suffers 1d4 points of electricity damage per cybernetic damage (to a maximum of 5d4) and must succeed a Fort save DC 16 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on its Fort save, each of its cybernetic devices take 1d4 points of electricity damage as well. The pulse deals 5d4 electricity damage to robots, mecha, androids and droids, and must make a Fort save DC 15 or be stunned for 1d4 rounds.</p><p>The Jem'Hadar can use this ability 3 + Con modifier times per day (typically 5).</p><p></p><p><strong>Droid Combat</strong></p><p>These Jem'Hadar are trained to fight droids, robots, androids, mecha and even counter targets with cybernetics. They gain +2 Knowledge: Technology, +2 to attack rolls and melee damage. If the Jem'Hadar studies such a target using either of their X-ray or EM vision for at least 2 rounds, for the next 3 rounds the critical threat range for their next attack is increased by one against that target.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8551737, member: 6668634"] Some members of the Dominion.. [B][SIZE=7]Vorta[/SIZE][/B] The Vorta are a humanoid species genetically-engineered by the Founders of the Dominion, who act as field commanders, administrators, scientists, diplomats and doctors. Vorta have pale skin, violet eyes and elongated ears that were completely joined to the rest of the head. Their genome were altered by the Founders to give them incredible hearing, but poor eye sight, and immune to most forms of poisons and venoms. They were also genetically altered to see the Founders as Gods, and most of the Vorta population are subservient to them, but some deviants exist. Most Vorta are created as clones from several existing templates, but they can breed normally, but is rarely done. Thanks to the genetic modifications, most Vorta are found in roles of leaders, scientists, administrators and diplomate, and rarely deviate from such roles, even when not working for the Dominion. [B][SIZE=6]Racial Traits:[/SIZE] Ability Modifiers: [/B]+1 Intelligence, +1 Wisdom, +2 Charisma, -2 Strength. Vorta are intelligent and cunning, many are quite charming or skilled manipulators functioning as diplomats, leaders and administrators. [B]Medium:[/B] As Medium creatures, Vorta have no special bonuses or penalties due to their size. [B]Speed:[/B] Vorta base land speed is 30 feet. [B]Racial Skills:[/B] -2 Spot, +5 Listen. Vorta have poor eye sight but excellent hearing, close in range to an Earth canine. [B]Extreme Loyalty:[/B] Vorta are genetically engineered to be loyal to the Founders, seeing them as Gods. Any skills, checks or rolls related to their allegiances gain +2. Even deviants that break from the Dominion are still loyal to the Founders, in their own ways. [B]Genetic Training:[/B] Due to the genetic modifications, Vorta are skilled in the roles intended for them. All Vorta have +1 to Bluff, Sense Motive and Gather Information as they are trained to gather information to benefit the Dominion, and hide any secrets of the Founders. Pick one of the following roles: Diplomat +2 Bluff, +4 Diplomacy, +2 Gather Information, ; Leader +4 Knowledge: Tactics, +4 Gather Information; Scientist +2 to 2 Knowledge skills, +2 Computer Use , +2 any 1 Craft; Doctor +2 Craft: Pharmaceutical, +4 Treat Injury. [B]Clones:[/B] Virtually all Vorta are clones, with the memories of the previous clones integrated into the next clone. Vortas refer to their previous clones by their number or as 'my predecessor' and many will exhibit slight personality differences from previous clones, and 5% to be significantly different. There is a 5% chance a Vorta is not a clone and born through natural means. Only the Dominion has the technology to transfer memories from a previous clone to the next clone in the line. If the Vorta dies and member of the Dominion, if the body is returned to a Dominion facility within 1 week of death, and the head isn't destroyed, the next clone will have all the memories of the dead clone minus 1d10x2 hours prior to their death of memories. [B]Reputation:[/B] Vorta, being so well known for being servants of the Dominion +1 Reputation. [B]ECL: [/B]+1 [B][SIZE=7]Jem'Hadar[/SIZE][/B] The Jem'Hadar are a genetically-engineered reptilian-like humanoid species used by the Dominion as their soldiers and enforcers. Thanks to the genetic modifications by the founders, Jem'Hadar are created in birthing chambers or hatcheries, reaching full maturity in three days, and all are male, with a genetic memory with basic knowledge of how to fight and believing that the Founders are Gods and show utter devotion to them, although some deviations have appeared and are less loyal than others. Jem'Hadar require very little food as they are genetically engineered to be dependant on the drug ketracel-white for their nourishment. This also allows them to require very little sleep and don't fatigue easily, able to remain awake and fully alert and ready for combat at peak or near peak efficiency for 5 days, sometimes longer. Without ketracel-white, they go through withdrawl and their body beings to shutdown and they will die. Other modifications include enhanced eye sight, great strength, and the ability to "shroud" themselves, which functions as a biological form of cloaking. [B][SIZE=6]Racial Traits:[/SIZE] Ability Modifiers:[/B] +5 Strength, +2 Constitution. Jem'Hadar are strong and hearty, modified for strength and resilience. [B]Medium:[/B] As Medium creatures, Jem'Hadar have no special bonuses or penalties due to their size, however they tend to be larger than average humanoids, with 6 feet or taller being the average height. [B]Speed:[/B] Jem'Hadar base land speed is 30 feet. [B]Racial Skills:[/B] +3 Spot and +1 Survival skills. Jem'Hadar are created with excellent eye sight and skills to survive. [B]Extreme Loyalty:[/B] Jem'Hadar are extremely loyal to the Dominion and especially the Founders, bred to consider them to be gods. Any skills, checks or rolls related to their allegiances gain +2. [B]Ketracel-White Dependency:[/B] Jem'Hadar are genetically dependent on Ketracel-White, if they don't have a regular supply the go through withdrawal symptoms and will die. Jem'Hadar require 20 oz a day. The first day without Ketracel-white the Jem'Hadar suffer -1 to all skills and attack rolls, and -1 to Defense. For each day they go without Ketracel-White after the first, suffer -1 to Strength and Con, when they reach Con score of 5, they must make a save vs original Con store or die. If they successfully save, must make a save vs original Con score until they die or reach 0 Con and die. [B]Fatigue Immunity:[/B] Jem'Hadar are immune to Fatigue status and are also immune to being stunned. They are also able to remain awake for 4+ Con Modifier days at peak efficiency before requiring 4 hours of rest. [B]Training:[/B] As a warrior race, and by genetic memory training, all Jem'Hadar are taught how to use a number of weapons, granting all Jem'Hadar Simple Weapons Proficiency, Personal Firearms Proficiency, and a number of Dominion weapons developed for the Jem'Hadar. [B]Shroud:[/B] All Jem'Hadar have the ability to "shroud" themselves, virtually turning invisible and incredibly difficult to detect with sensors. Takes 1 round to turn invisible, granting +15 to Hide checks, all visual, heat, energy and lifesigns sensors/detectors are at -15 to detect a shrouded Jem'Hadar. If the Jem'Hadar is suffering from withdrawal, they can not use their shroud ability. Note, this doesn't make them silent, thus they must train to move silently. The Jem'Hadar must drop the shroud in order to attack, which is a free action. [B]Reputation:[/B] Jem'Hadar are well known for being the soldiers of the Jem'Hadar, never giving up, always coming until ordered not to. +2 to Reputation. They also gain a +3 bonus to Intimidation checks. [B]ECL:[/B] +3 [B][SIZE=6]Jem'Hadar Soldier[/SIZE][/B] Type: Humanoid Size: Medium CR: 4 Hit Points: 26 (4d8+8) Mas: 15 Init: +1 Speed: 30 ft Defense: (+1 Dex FS/Reach: 5 ft / 5 ft Attacks: +4 ranged (polaron rifle 3d10+1), or +8 melee (kar'takin 2d4 slashing or 1d8 piercing) Special Qualities: Shroud, Fatigue immunity, Ketracel-white dependency, Gamma Allegiances: Dominion, Founders Saves: Fort +6, Reflex +2, Will +1 Reputation: +2 Abilities: Str 20, Dex 13, Con 15, Int 11, Wis 10, Cha 9 Skills: Demolitions +2, Hide +2 (+17 shroud), Knowledge: Tactics +2, Listen +3, Move Silently +3, Spot +3, Survival +3 Feats: Simple weapons proficiency, personal weapons proficiency, medium armour (Jem'Hadar armour) Possessions: kar'takin, polaron pistol or rifle, Jem'Hadar armour, ketracel-white [B]Combat[/B] Jem'Hadar are breed and created for combat, well trained in multiple forms of combat. They engage in ranged combat and close to melee. If they are able, they will draw their kar'takin immediately before engaging in melee, but if there is no time, they will strike with their rifle and fists. If the mission requires stealth or they know they will be outnumbers, they will use their shroud ability to render themselves undetectable and hid in good locations for ambushes, create kill boxes. They will use their shroud to sneak up on opponents and use their kar'takin to silently kill if the mission requires, making them excellent assassins. If their opponents have personal shielding, they will move into melee range and let their armour's ability to penetrate shielding to use their kar'takin. [B]Gamma[/B] Most Jem'Hadar are from the Gamma Quadrant and are trained in combating races from the Gamma Quadrant. These Jem'Hadar gain a +1 to attack rolls, melee damage, Knowledge related checks and Search and Survival checks to track Gamma Quadrant races. [B]Ketracel-White Dependency[/B] Jem'Hadar are genetically dependent on Ketracel-White, if they don't have a regular supply the go through withdrawal symptoms and will die. Jem'Hadar require 20 oz a day. The first day without Ketracel-white the Jem'Hadar suffer -1 to all skills and attack rolls, and -1 to Defense. For each day they go without Ketracel-White after the first, suffer -1 to Strength and Con, when they reach Con score of 5, they must make a save vs original Con store or die. If they successfully save, must make a save vs original Con score until they die or reach 0 Con and die. [B]Fatigue Immunity[/B] Jem'Hadar are immune to Fatigue status and are also immune to being stunned. They are also able to remain awake for 4+ Con Modifier days at peak efficiency before requiring 4 hours of rest. [B]Shroud[/B] All Jem'Hadar have the ability to "shroud" themselves, virtually turning invisible and incredibly difficult to detect with sensors. Takes 1 round to turn invisible, granting +15 to Hide checks, all visual, heat, energy and lifesigns sensors/detectors are at -15 to detect a shrouded Jem'Hadar. If the Jem'Hadar is suffering from withdrawal, they can not use their shroud ability. Note, this doesn't make them silent, thus they must train to move silently. The Jem'Hadar must drop the shroud in order to attack, which is a free action. [B][SIZE=5]Phased Polaron Pistol, Jem'Hadar[/SIZE][/B] These are the basic ranged weapon for the Jem'Hadar, used as backup weapons for the average soldier, and primary weapon while aboard starships when not in combat situations. These weapons have a stun setting, 1 lethal setting and a disintegration setting. The weapons are also designed with an anti-coagulant, so even hits that don't kill are still lethal over time. [B]Phased Polaron Pistol, Jem'Hadar (TNG+ Era PL 6, Personal Firearms Proficiency)[/B] Damage: 3d8 Critical: 20x3 Damage Type: Energy/Fire Range Increment: 50 ft Rate of Fire: Semi Size: Medium Weight: 4 lbs Ammo: 25 internal, 25 anti-coagulant Purchase DC: 19 Res (+2), Dominion Notes: Anti-Coagulant Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a stun setting blast. Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Anti-Coagulant - When used on the lethal setting, an anti-coagulant agent is released with the discharge. Target struck suffers continuous, cumulative from multiple strikes, 1 point of damage from bleeding, until target receives treatment, Treat Injury DC 20, or with the application of a coagulating agent, or magical healing. This stacks with multiple attacks and with the wounding magical weapon ability. [B][SIZE=5]Phased Polaron Rifle, Jem'Hadar[/SIZE][/B] These are the basic ranged rifle for the Jem'Hadar. These weapons have a stun setting, 1 lethal setting and a disintegration setting. The weapons are also designed with an anti-coagulant, so even hits that don't kill are still lethal over time. [B]Phased Polaron Rifle, Jem'Hadar (TNG+ Era PL 6, Personal Firearms Proficiency)[/B] Damage: 3d10+1 Critical: 20x3 Damage Type: Energy/Fire Range Increment: 90 ft Rate of Fire: Semi, Automatic Size: Medium Weight: 9 lbs Ammo: 75 internal, 50 anti-coagulant Purchase DC: 19 Res (+2), Dominion Notes: Anti-Coagulant Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a stun setting blast. Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d10+5 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Anti-Coagulant - When used on the lethal setting, an anti-coagulant agent is released with the discharge. Target struck suffers continuous, cumulative from multiple strikes, 1 point of damage from bleeding, until target receives treatment, Treat Injury DC 20, or with the application of a coagulating agent, or magical healing. This stacks with multiple attacks and with the wounding magical weapon ability. [B][SIZE=5]Kar'takin[/SIZE][/B] A short polearm with a straight-edge blade with a stabbing point, favoured by the Jem'Hadar for hand-to-hand combat. [B]Kar'takin (PL 4 Exotic Weapon Proficiency, Jem'Hadar)[/B] Damage: 2d4 / 1d8 Critical: x3 / 19-20 x2 Damage Type: Slashing / Piercing Size: Medium Weight: 7.5 lbs Purchase DC: 15 (13 for Jem'Hadar) Notes: Can make piercing or slashing attacks, not both at same time. Can be wielding one or two handed. If wielding with both hands, gains the benefit of the Power Attack feat even if they don't have it but only with the slashing straight blade. If wielder has the Power Attack feat, deals 1.5 damage per -1 to attack roll. Also gains benefit of Strength bonus of x1.5 when wield two handed in any way. [B][SIZE=5]Jem'Hadar Armour[/SIZE][/B] This armour is worn by the Jem'Hadar, soldiers of the Dominion. The armour contains a spot to hold ketracel-white with a pump that connects a tube to the Jem'Hadar's neck to directly inject and pump the drug right into the Jem'Hadar. The armour is also equipped with a device that allows the wearer to penetrate personal shielding, allowing them to engage in melee combat with shielded foes. [B]Jem'Hadar Armour (PL 7)[/B] Type: Medium Equipment Bonus: +5 Nonprof. Bonus: +1 Max Dex: +3 Armour Penalty: -2 Speed (30 ft): 30 ft Weight: 15 lbs Purchase DC: 24 Restriction: Illegal +5 (Dominion Military +3) Notes: Ketracel-White pump, anti-personal shield Ketracel-White Pump - This device pumps the drug from a 20 oz container that is placed in a special, padded holster on the chest, under an outer layer. It is designed to provide the correct amount of the drug throughout the day to prevent the Jem'Hadar wearer from suffering from withdrawal. It is designed that it can reduce the amount to stretch a Jem'Hadar's supply by 25% increments. At 75% the Jem'Hadar suffers the effect of first day withdrawal while under the effect of 75% rationing and 1 extra day before the other effects of withdrawal take effect once the supply runs out. At 50% the Jem'Hadar suffers double the penalties of first day of withdrawal while under 50% rationing, and after 5 days on 50% rationing suffers as if been without the drug for 2 days. If 50% rationing continues, begins to suffer additional days of withdrawal at a rate of 3 days of rationing equals 1 day without. At 25% rationing, the Jem'Hadar suffers each day of withdrawal at a rate of every 2 days. Anti-Personal Shield Device - If the wearer is fighting against someone with a personal force field, this device emits an inverse field that allows the wearer to interact with the shielded foe. The wearer ignores the shield completely, but only within 5 feet of the shielded target, able to use melee weapons or unarmed strikes. [B][SIZE=6]Jem'Hadar Variants[/SIZE] [SIZE=5]Starship Crew[/SIZE][/B] These Jem'Hadar were trained to act as crew for starships, fighters or vehicles. Make the following changes/additions to the Jem'Hadar, with skills being replaced with the below: Skills changes to: Remove Demolitions, add Pilot +3 Added feat Starship Operation (class of ship to be used on for ship pilots); Typically equipped with Phased Polaron Pistol [SIZE=5][B]Commander[/B][/SIZE] Leaders of Jem'Hadar are referred to by numbers, the leader Jem'Hadar is the First, second in command is Second, and so on down in rank. These Jem'Hadar are trained to be leaders of a group of soldiers. Make the following changes, with skills replacing the original as below: +1 to attack; Skills: Increase Listen +1, Search +1, Spot +1, Knowledge Tactics +2; *Coordinate talent; *Coordinate Talent the Jem'Hadar uses is slightly modified from the normal talent D20 Modern page 31. The Jem'Hadar commander unit has an effective Cha of 10 (+0 to rolls) for purposes for rolls, DC 10 +1/25 Jem'Hadar to coordinate, with range of 100 ft, able to coordinate up to 100 Jem'Hadar, lasting for a total of 1d4+1 rounds. [B][SIZE=5]Alpha[/SIZE][/B] Alpha Jem'Hadar are Jem'Hadar created and modified in the Alpha Quadrant. These Jem'Hadar gain a +1 to attack rolls, melee damage, Knowledge related checks and Search and Survival checks to track Alpha Quadrant races, but suffer -1 against Gamma Quadrant races. They also do not get along with Gammas, suffer -1 to rolls interacting with Gamma Jem'Hadars. [B][SIZE=5]Anti-Droid[/SIZE][/B] After the Dominion's exposure to the Galactic Empire, Rebels and New Republic forces, and seeing droids and cybernetic implants that appear quite lifelike, the Founders had their scientists went to work creating new Jem'Hadar. These Jem'Hadar are genetically altered to combat droids, androids and cyborgs. Their eyes are modified, giving them a form of x-ray and able to see EM fields generated by electronics of droids and cybernetics. They have special organs that can generate a powerful, but short ranged EMP to stun droids and shutdown cybernetics. Make following changes to basic Jem'Hadar: Gain X-ray vision; EM Vision; EM Pulse; Droid Combat. [B]X-Ray Vision[/B] As a free action, the Jem'Hadar can switch to their x-ray vision, able to see through objects up to 100 feet. Their vision can penetrate 5 inches of metal (except lead, which can not see through), and 8 inches of other materials, including concrete, wood, and plaster. Takes a free action to switch back to normal vision. While using X-ray vision, the Jem'Hadar's vision is reduced to the 100 foot long cone, everything outside is blurry, and suffer -1 to initiative. [B]EM Vision[/B] As a free action, the Jem'Hadar can switch to their EM Vision, which allows them to detect electronic devices of all types, gaining a +4 to Search checks. This vision has a range of 100 feet, which gives the Jem'Hadar's vision a slight blue tint, and EM fields from electronic devices appear as various shades of blue, with stronger power sources darker shades. Beyond the 100 feet, vision is slightly blurred, but vision isn't limited like the X-ray vision. Switching back takes a free action. [B]EM Pulse[/B] Through a special organ that generates electromagnetic energy, releases a pulse in a 15 foot burst radius, instantly shorting out all electronic devices. All affected devices remain non-functional until repaired. Deals no damage to living creatures. However, a creature with cybernetics attached suffers 1d4 points of electricity damage per cybernetic damage (to a maximum of 5d4) and must succeed a Fort save DC 16 or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on its Fort save, each of its cybernetic devices take 1d4 points of electricity damage as well. The pulse deals 5d4 electricity damage to robots, mecha, androids and droids, and must make a Fort save DC 15 or be stunned for 1d4 rounds. The Jem'Hadar can use this ability 3 + Con modifier times per day (typically 5). [B]Droid Combat[/B] These Jem'Hadar are trained to fight droids, robots, androids, mecha and even counter targets with cybernetics. They gain +2 Knowledge: Technology, +2 to attack rolls and melee damage. If the Jem'Hadar studies such a target using either of their X-ray or EM vision for at least 2 rounds, for the next 3 rounds the critical threat range for their next attack is increased by one against that target. [/QUOTE]
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