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<blockquote data-quote="kronos182" data-source="post: 9819413" data-attributes="member: 6668634"><p>Some more NOD stuff</p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Confessor</span></strong></span></p><p><span style="font-family: 'Calibri'">The Confessor is a NOD officer and religious figure, working in interrogation and intelligence. Members of this caste can be assigned to leading Militia, soldiers and other troops, guiding them as well as preserving their faith, by force if need be, and educating them in the Ways of Nod. While they are the religious clergymen of NOD, battle to them is a secondary task. Primary roles involve ritualism, shrine affairs, prayers, indoctrination, meditation, interrogation and study of the teachings of NOD and hearing the confessions of their NOD brethren.</span></p><p><span style="font-family: 'Calibri'">To aid in their role in supporting the troops in combat, they are given heavy armour, heavy machineguns, hallucinogenic grenades to cause panic and confusion amongst their enemies, are physically enhanced. They can even be infused with Tiberium, granting them immunity to the effects of Tiberium as well as enhancing them further.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Low Level NOD Confessor (Dedicated 3/Charismatic Ord 3)</strong></span></p><p><span style="font-family: 'Calibri'">CR 5;</span></p><p><span style="font-family: 'Calibri'">Size: Medium-sized Human;</span></p><p><span style="font-family: 'Calibri'">HD: 3d6+3 plus 3d6+3, 24 </span></p><p><span style="font-family: 'Calibri'">Mas: 12</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 20, Touch 14, flat-footed 19 (+1 Dex, +3 Class +6 armour)</span></p><p><span style="font-family: 'Calibri'">BAB: +3</span></p><p><span style="font-family: 'Calibri'">Grapple: +4</span></p><p><span style="font-family: 'Calibri'">Attack: +4 melee (1d3+1 nonlethal, unarmed strike), or rotary rifle +4 ranged (3d8 ballistic)</span></p><p><span style="font-family: 'Calibri'">Full Attack: +4 melee (1d3+1 nonlethal, unarmed strike)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Hallucinogenic Grenades</span></p><p><span style="font-family: 'Calibri'">Special Qualities: NOD Indoctoration, Tiberium Exposure, For NOD! For KANE!</span></p><p><span style="font-family: 'Calibri'">FS: 5 ft by 5 ft</span></p><p><span style="font-family: 'Calibri'">Reach: 5 ft</span></p><p><span style="font-family: 'Calibri'">Allegiance: NOD</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +4, Ref +3, Will +3.</span></p><p><span style="font-family: 'Calibri'">Action Points: 0</span></p><p><span style="font-family: 'Calibri'">Rep: +3</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 12, Dex 12, Con 12, Int 13, Wis 14, Cha 16</span></p><p><span style="font-family: 'Calibri'">Occupation: Religious (Knowledge: theology & philosophy, Listen)</span></p><p><span style="font-family: 'Calibri'">Skills: Concentration +3, Decipher Script +5, Diplomacy +7, Intimidate +5, Knowledge (behavioral sciences) +8, Knowledge (theology & philosophy) +8, Listen +10, Profession +4, Read/Write English, Research +7, Sense Motive +6, Speak English, Spot +9</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Personal Firearms Proficiency.</span></p><p><span style="font-family: 'Calibri'">Possessions: rotary rifle, Confessor Armour, 10 hallucinator grenades, 4 reloads for rotary rifle, various gear and personal possessions.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Mid Level NOD Confessor (Dedicated 6/Charismatic Ord 6)</strong></span></p><p><span style="font-family: 'Calibri'">CR 5;</span></p><p><span style="font-family: 'Calibri'">Size: Medium-sized Human;</span></p><p><span style="font-family: 'Calibri'">HD: 6d6+6 plus 6d6+6 +5, 59 </span></p><p><span style="font-family: 'Calibri'">Mas: 12</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 40 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 20, Touch 14, flat-footed 19 (+1 Dex, +5 Class +6 armour) +1 Dodge</span></p><p><span style="font-family: 'Calibri'">BAB: +7</span></p><p><span style="font-family: 'Calibri'">Grapple: +8</span></p><p><span style="font-family: 'Calibri'">Attack: +8 melee (1d3+1 nonlethal, unarmed strike), or confessor particle rifle +8 ranged (3d10 fire)</span></p><p><span style="font-family: 'Calibri'">Full Attack: +8 melee (1d3+1 nonlethal, unarmed strike), or confessor particle rifle +8 ranged (3d10 fire) and confessor particle rifle +3 ranged (3d10 fire)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Hallucinogenic Grenades, Death To the Heretic</span></p><p><span style="font-family: 'Calibri'">Special Qualities: NOD Indoctoration, Tiberium Exposure, For NOD! For KANE!, Tiberium Enhancement, None Shall Stop The Hand of Kane!</span></p><p><span style="font-family: 'Calibri'">FS: 5 ft by 5 ft</span></p><p><span style="font-family: 'Calibri'">Reach: 5 ft</span></p><p><span style="font-family: 'Calibri'">Allegiance: NOD</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +6, Ref +5, Will +5.</span></p><p><span style="font-family: 'Calibri'">Action Points: 0</span></p><p><span style="font-family: 'Calibri'">Rep: +5</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 12, Dex 12, Con 12, Int 14, Wis 14, Cha 16</span></p><p><span style="font-family: 'Calibri'">Occupation: Religious (Knowledge: theology & philosophy, Listen)</span></p><p><span style="font-family: 'Calibri'">Skills: Concentration +11, Decipher Script +9, Diplomacy +11, Intimidate +9, Knowledge (behavioral sciences) +13, Knowledge (theology & philosophy) +13, Listen +10, Profession +8, Read/Write English, Research +8, Sense Motive +10, Speak English, Spot +12</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Personal Firearms Proficiency, Oathbound (NOD, using Aid other grants +3 instead of +2 for NOD), Burst Fire, Point Blank Shot, Dodge</span></p><p><span style="font-family: 'Calibri'">Possessions: confessor particle rifle, Confessor Armour, 10 hallucinator grenades, 4 reloads for rifle, various gear and personal possessions.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">NOD Indoctoration</span></p><p><span style="font-family: 'Calibri'">As a move equivalent action, using training and Indoctoration techniques used by NOD, the NOD member gains +1 to attack rolls for the next 1d4 rounds. Useable 3 times per day. The Trooper is also immune to feat effects all the time.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Tiberium Exposure</span></p><p><span style="font-family: 'Calibri'">The NOD Confessor is educated in Tiberium and has had some exposure, gaining a +1 to Fort saves against Tiberium exposure, and gains +1 to any checks related to Tiberium and Tiberium based technology.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">For NOD! FOR KANE!</span></p><p><span style="font-family: 'Calibri'">The Confessor, as a full round action, can inspire through a rousing speech, or through fear and threats, others into fighting harder. The Confessor must make a Charisma check DC 13, and lasts 1 + Cha modifier rounds, and can affect up to 20 NOD members per Cha modifier allies gains +1 to resist fear and mind affecting effects, +2 to attack rolls, and if they are making full attack rolls, gain an additional attack per round at -5 to attack rolls.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Tiberium Enhancement</span></p><p><span style="font-family: 'Calibri'">Higher level Confessors are enhanced with Tiberium based enhancements and implants. They gain +10 ft to speed, +5 HP, they don't suffer any Tiberium poisoning effects, gain Fast Heal 1 while within a Tiberium field or gas area which stacks with the healing from Confessor armour.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">None Shall Stop The Hand of Kane!</span></p><p><span style="font-family: 'Calibri'">For every enemy that the Confessor kills, all allied NOD infantry within 30 feet deal a +1 moral bonus to damage for 1 round, stacking to a maximum of +5.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Death To the Heretic</span></p><p><span style="font-family: 'Calibri'">As part of a full round action, the Confessor declares one target a heretic and enemy of NOD, suffers -5 to attack, but deals +2 die of damage, and critical modifier increases by 1 (x2 becomes x3). If this attack kills the target, the benefits of None Shall Stop the Hand of Kane! Is doubled (+2 damage to a maximum of +5 and lasts 2 rounds).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hallucinogenic Grenades</strong></span></p><p><span style="font-family: 'Calibri'">Cause enemies to panic and even possibly attack their own allies. Those within 30 foot diameter area cloud that the grenade detonates in, must make a Fort save DC 16, or suffer -2 to attack, damage and saving throw roles, must flee as best they can, and anything that gets in their way or stops them the affected will attack. Effects last for 1d4+1 rounds, although strong winds can dissipate the cloud in 2 rounds.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rotary Rifle</strong></span></p><p><span style="font-family: 'Calibri'">Looks like a rifle of the AK series, but instead of a single barrel has three barrels to allow for increased rate of fire.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Rotary Rifle (PL 5 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 75 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 13.5 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 100 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 21 Mil (+3), NOD 16 Confessor only</span></p><p><span style="font-family: 'Calibri'">Notes: Shoulder strap, each shot fires 3 bullets, using Double Tap feat uses 6 rounds, autofire uses 30 rounds, Strafe feat uses 5 rounds.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Confessor Armour</strong></span></p><p><span style="font-family: 'Calibri'">Confessor armour is a full body suit of armour, all black with a tall helmet that has four glowing 'eyes' to increase its intimidation factor. The suit has servos to carry the weight of the armour and the Confessor's Rotary Rifle and other equipment, and enhancing melee strikes. It has built in air filters, nightvision, independent air supply, a built in loudspeaker. While within an area affected by Tiberium, such as Tiberium field, cloud, etc, the armour absorbs radiation given off by Tiberium and stores it in special compartments and releases when the Confessor needs it to heal themselves.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Confessor Armour (PL 5-6, Medium Armour Proficiency)</span></p><p><span style="font-family: 'Calibri'">Type: Medium</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +6</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: 0</span></p><p><span style="font-family: 'Calibri'">Max Dex: +2</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -2</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 30 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 30 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 24</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3), NOD, Confessor only.</span></p><p><span style="font-family: 'Calibri'">Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, darkvision 60 ft, 5 hours air, unarmed strikes deal 1d4 lethal damage, loudspeaker, military radio, GPS, video playback/communications. When using Intimidation skill, can cause the 'eyes' to glow and modifier the voice through the loudspeaker to grant a +2 to Intimidate skill. While in a Tiberium field, cloud or other area affected by Tiberium, the Confessor can heal 1 hit point each round in the area affected by Tiberium and for 2 rounds after leaving the area.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Confessor Particle Rifle</strong></span></p><p><span style="font-family: 'Calibri'">This particle weapon is assigned to Confessors that have risen through the ranks and proven themselves. Deadly on the field, proving that Kane's Will will dominate all.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Confessor Particle Rifle (PL 5 Personal Firearms Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 3d10</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 70 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 20.5 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 50 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 23 Mil (+3), NOD 17 Confessor only</span></p><p><span style="font-family: 'Calibri'">Notes: Shoulder strap, ignores 2 points of hardness or DR. Reflex save DC 17 for autofire attacks.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">NOD Tiberium Upgrades</span></strong></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Blood Infusion</strong></span></p><p><span style="font-family: 'Calibri'">Tiberium research at Secret Shrine (required) allows NOD to enhance their members with the use Tiberium. By injecting refined liquid Tiberium compounds, replacing blood plasma with a semi-crystalline carrier that accelerates healing and dulls pain. Granted to mid level or higher soldiers, elite units and those that distinguish themselves. The recipient's veins take on a slight green tint, and when exposed to Tiberium has a faint green glow. Occasionally skin will take on a slight crystalline look in patches.</span></p><p><span style="font-family: 'Calibri'">Grants +5 HP, doubles healing while resting, and grants +2 to saves against Tiberium poisoning and radiation. On a successful save, are immune to low level Tiberium radiation for 4 hours before requiring another save, and doubles the times between needing to make another save.</span></p><p><span style="font-family: 'Calibri'">PDC: 18</span></p><p><span style="font-family: 'Calibri'">Res: Illegal +5, NOD Res +2</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Kane's Apotheosis Protocol</strong></span></p><p><span style="font-family: 'Calibri'">Research into spiritual-chemical conditioning with combined Tiberium exposure with indoctrination mantras, conducted at Operations Center and Shrines, provided to elite mid level and higher level members along with neural implants. Grants the recipients with +2 against fear effects and mind-control attempts (that are not NOD related). Recipients are not considered disabled at 0 hit points and can function normally until death at -10 hit points. When at half hit points or less, can make a secondary attack at -8, even if they move.</span></p><p><span style="font-family: 'Calibri'">PDC: 24</span></p><p><span style="font-family: 'Calibri'">Res: Illegal +5, NOD Mil +3</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Black Veil Metabolism</strong></span></p><p><span style="font-family: 'Calibri'">Performed at Temple of NODs, recipients are genetically modified, noticeable their lungs, circulatory system and adrenal glands, that allows them to metabolize airborne Tiberium particulates into energy. While within Tiberium fields and areas with dense Tiberium gas, they gain +20 ft to speed, cloak systems recharge 25% faster (round up). If the recipient is killed within a Tiberium field, they explode, dealing 3d6 half fire and half concussion to a 5 foot radium (double in Tiberium gas areas), Reflex save DC 11 for half.</span></p><p><span style="font-family: 'Calibri'">PDC: Illegal +5, NOD rare +5</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium-Laced Ammunition</strong></span></p><p><span style="font-family: 'Calibri'">Infantry ammunition is made with shards of Tiberium, which can inflict Tiberium poison via injury, although the Fort DC is reduced to 16 as the amount of Tiberium is much smaller. Magazines containing these rounds have capacity reduced by 10% due to shielding required, range reduced by 10% due to shards throwing off weight and aerodynamics changed. 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.</span></p><p><span style="font-family: 'Calibri'">PDC: +3</span></p><p><span style="font-family: 'Calibri'">Res: Illegal +5, NOD +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Crystalline Warheads</strong></span></p><p><span style="font-family: 'Calibri'">NOD Militant and Trooper rocket squad members can be equipped with Tiberium Crystalline Warheads from the Operations Center. These warheads deal additional +1d6 damage to their area of effect, against targets struct directly, such as those that are anti armour, increase their ability to ignore DR or Hardness by +2. Also their area of effect will have low level of Tiberium radiation for 5 minutes. For warheads that don't have a blast radius will irradiate an area of 10 foot radius.</span></p><p><span style="font-family: 'Calibri'">PDC: +5</span></p><p><span style="font-family: 'Calibri'">Res: Illegal +5, NOD Mil +3</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Crystalline Reflex Enhancement</strong></span></p><p><span style="font-family: 'Calibri'">Surgery performed at the Secret Shrine with members chanting mantras, that enhances the recipient's reflexes. Recipient's gain +1 to all skills that require fine hand coordination, +1 to ranged attack rolls and +2 to Reflex.</span></p><p><span style="font-family: 'Calibri'">PDC: 24</span></p><p><span style="font-family: 'Calibri'">Res: Illegal +5, NOD Mil +3</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Tiberium Zealotry Aura</strong></span></p><p><span style="font-family: 'Calibri'">Particularly zealous, or high ranking Confessors can undergo surgery and genetic modifications that modify several of the recipient's biology and glands, that they can release chemicals similar to pheromones that enhance nearby NOD allies combat capabilities. As a standard action, the enhanced Confessor can release chemicals that affect a 20 foot radius around them, although strong winds can blow them away, for 5 rounds. NOD allies in the area gain a +1 to melee attack and damage rolls, gain +1 to Will saves. The Confessor can use this ability 1 + Con modifier times per day.</span></p><p><span style="font-family: 'Calibri'">PDC: 27</span></p><p><span style="font-family: 'Calibri'">Res: Illegal +5, NOD Rare +4</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Black Veil Reactive Plating</strong></span></p><p><span style="font-family: 'Calibri'">Ground vehicles can be enhanced with these armour panels that are laced with reactive Tiberium crystals that absorb kinetic energy and violently disperse it on penetration.</span></p><p><span style="font-family: 'Calibri'">Vehicles gain +2 Defense from Armour and DR/Hardness increased by +5. When vehicle is reduced to 0 hp, it detonates, dealing 3d6 half fire half slashing per 15 feet of length (to a maximum of 12d6) to a 30 foot radius, Reflex save DC 17 to half the damage, leaving a low level Tiberium radiation in the blast radius for 5 + 1d6 hours.</span></p><p><span style="font-family: 'Calibri'">PDC: 23</span></p><p><span style="font-family: 'Calibri'">Res: Illegal +5, NOD Mil +3</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9819413, member: 6668634"] Some more NOD stuff [FONT=Calibri][B][SIZE=7]Confessor[/SIZE][/B] The Confessor is a NOD officer and religious figure, working in interrogation and intelligence. Members of this caste can be assigned to leading Militia, soldiers and other troops, guiding them as well as preserving their faith, by force if need be, and educating them in the Ways of Nod. While they are the religious clergymen of NOD, battle to them is a secondary task. Primary roles involve ritualism, shrine affairs, prayers, indoctrination, meditation, interrogation and study of the teachings of NOD and hearing the confessions of their NOD brethren. To aid in their role in supporting the troops in combat, they are given heavy armour, heavy machineguns, hallucinogenic grenades to cause panic and confusion amongst their enemies, are physically enhanced. They can even be infused with Tiberium, granting them immunity to the effects of Tiberium as well as enhancing them further. [B]Low Level NOD Confessor (Dedicated 3/Charismatic Ord 3)[/B] CR 5; Size: Medium-sized Human; HD: 3d6+3 plus 3d6+3, 24 Mas: 12 Init: +1 Speed: 30 ft Defense: 20, Touch 14, flat-footed 19 (+1 Dex, +3 Class +6 armour) BAB: +3 Grapple: +4 Attack: +4 melee (1d3+1 nonlethal, unarmed strike), or rotary rifle +4 ranged (3d8 ballistic) Full Attack: +4 melee (1d3+1 nonlethal, unarmed strike) Special Attacks: Hallucinogenic Grenades Special Qualities: NOD Indoctoration, Tiberium Exposure, For NOD! For KANE! FS: 5 ft by 5 ft Reach: 5 ft Allegiance: NOD Saves: Fort +4, Ref +3, Will +3. Action Points: 0 Rep: +3 Abilities: Str 12, Dex 12, Con 12, Int 13, Wis 14, Cha 16 Occupation: Religious (Knowledge: theology & philosophy, Listen) Skills: Concentration +3, Decipher Script +5, Diplomacy +7, Intimidate +5, Knowledge (behavioral sciences) +8, Knowledge (theology & philosophy) +8, Listen +10, Profession +4, Read/Write English, Research +7, Sense Motive +6, Speak English, Spot +9 Feats: Armour Proficiency (medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Personal Firearms Proficiency. Possessions: rotary rifle, Confessor Armour, 10 hallucinator grenades, 4 reloads for rotary rifle, various gear and personal possessions. [B]Mid Level NOD Confessor (Dedicated 6/Charismatic Ord 6)[/B] CR 5; Size: Medium-sized Human; HD: 6d6+6 plus 6d6+6 +5, 59 Mas: 12 Init: +1 Speed: 40 ft Defense: 20, Touch 14, flat-footed 19 (+1 Dex, +5 Class +6 armour) +1 Dodge BAB: +7 Grapple: +8 Attack: +8 melee (1d3+1 nonlethal, unarmed strike), or confessor particle rifle +8 ranged (3d10 fire) Full Attack: +8 melee (1d3+1 nonlethal, unarmed strike), or confessor particle rifle +8 ranged (3d10 fire) and confessor particle rifle +3 ranged (3d10 fire) Special Attacks: Hallucinogenic Grenades, Death To the Heretic Special Qualities: NOD Indoctoration, Tiberium Exposure, For NOD! For KANE!, Tiberium Enhancement, None Shall Stop The Hand of Kane! FS: 5 ft by 5 ft Reach: 5 ft Allegiance: NOD Saves: Fort +6, Ref +5, Will +5. Action Points: 0 Rep: +5 Abilities: Str 12, Dex 12, Con 12, Int 14, Wis 14, Cha 16 Occupation: Religious (Knowledge: theology & philosophy, Listen) Skills: Concentration +11, Decipher Script +9, Diplomacy +11, Intimidate +9, Knowledge (behavioral sciences) +13, Knowledge (theology & philosophy) +13, Listen +10, Profession +8, Read/Write English, Research +8, Sense Motive +10, Speak English, Spot +12 Feats: Armour Proficiency (medium), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Personal Firearms Proficiency, Oathbound (NOD, using Aid other grants +3 instead of +2 for NOD), Burst Fire, Point Blank Shot, Dodge Possessions: confessor particle rifle, Confessor Armour, 10 hallucinator grenades, 4 reloads for rifle, various gear and personal possessions. NOD Indoctoration As a move equivalent action, using training and Indoctoration techniques used by NOD, the NOD member gains +1 to attack rolls for the next 1d4 rounds. Useable 3 times per day. The Trooper is also immune to feat effects all the time. Tiberium Exposure The NOD Confessor is educated in Tiberium and has had some exposure, gaining a +1 to Fort saves against Tiberium exposure, and gains +1 to any checks related to Tiberium and Tiberium based technology. For NOD! FOR KANE! The Confessor, as a full round action, can inspire through a rousing speech, or through fear and threats, others into fighting harder. The Confessor must make a Charisma check DC 13, and lasts 1 + Cha modifier rounds, and can affect up to 20 NOD members per Cha modifier allies gains +1 to resist fear and mind affecting effects, +2 to attack rolls, and if they are making full attack rolls, gain an additional attack per round at -5 to attack rolls. Tiberium Enhancement Higher level Confessors are enhanced with Tiberium based enhancements and implants. They gain +10 ft to speed, +5 HP, they don't suffer any Tiberium poisoning effects, gain Fast Heal 1 while within a Tiberium field or gas area which stacks with the healing from Confessor armour. None Shall Stop The Hand of Kane! For every enemy that the Confessor kills, all allied NOD infantry within 30 feet deal a +1 moral bonus to damage for 1 round, stacking to a maximum of +5. Death To the Heretic As part of a full round action, the Confessor declares one target a heretic and enemy of NOD, suffers -5 to attack, but deals +2 die of damage, and critical modifier increases by 1 (x2 becomes x3). If this attack kills the target, the benefits of None Shall Stop the Hand of Kane! Is doubled (+2 damage to a maximum of +5 and lasts 2 rounds). [B]Hallucinogenic Grenades[/B] Cause enemies to panic and even possibly attack their own allies. Those within 30 foot diameter area cloud that the grenade detonates in, must make a Fort save DC 16, or suffer -2 to attack, damage and saving throw roles, must flee as best they can, and anything that gets in their way or stops them the affected will attack. Effects last for 1d4+1 rounds, although strong winds can dissipate the cloud in 2 rounds. [B]Rotary Rifle[/B] Looks like a rifle of the AK series, but instead of a single barrel has three barrels to allow for increased rate of fire. Rotary Rifle (PL 5 Personal Firearms Proficiency) Damage: 3d8 Critical: 20x2 Damage Type: ballistic Range Increment: 75 ft Rate of Fire: S, A Size: Large Weight: 13.5 lbs Ammo: 100 box Purchase DC: 21 Mil (+3), NOD 16 Confessor only Notes: Shoulder strap, each shot fires 3 bullets, using Double Tap feat uses 6 rounds, autofire uses 30 rounds, Strafe feat uses 5 rounds. [B]Confessor Armour[/B] Confessor armour is a full body suit of armour, all black with a tall helmet that has four glowing 'eyes' to increase its intimidation factor. The suit has servos to carry the weight of the armour and the Confessor's Rotary Rifle and other equipment, and enhancing melee strikes. It has built in air filters, nightvision, independent air supply, a built in loudspeaker. While within an area affected by Tiberium, such as Tiberium field, cloud, etc, the armour absorbs radiation given off by Tiberium and stores it in special compartments and releases when the Confessor needs it to heal themselves. Confessor Armour (PL 5-6, Medium Armour Proficiency) Type: Medium Equipment Bonus: +6 Nonprof. Bonus: +1 Str Bonus: +2 Nonprof Str Bonus: 0 Max Dex: +2 Armour Penalty: -2 Speed (30 ft): 30 ft Weight: 30 lbs Purchase DC: 24 Restriction: Mil (+3), NOD, Confessor only. Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +2 vs airborne toxins and diseases, grants low light vision, darkvision 60 ft, 5 hours air, unarmed strikes deal 1d4 lethal damage, loudspeaker, military radio, GPS, video playback/communications. When using Intimidation skill, can cause the 'eyes' to glow and modifier the voice through the loudspeaker to grant a +2 to Intimidate skill. While in a Tiberium field, cloud or other area affected by Tiberium, the Confessor can heal 1 hit point each round in the area affected by Tiberium and for 2 rounds after leaving the area. [B]Confessor Particle Rifle[/B] This particle weapon is assigned to Confessors that have risen through the ranks and proven themselves. Deadly on the field, proving that Kane's Will will dominate all. Confessor Particle Rifle (PL 5 Personal Firearms Proficiency) Damage: 3d10 Critical: 20x2 Damage Type: fire Range Increment: 70 ft Rate of Fire: S, A Size: Large Weight: 20.5 lbs Ammo: 50 box Purchase DC: 23 Mil (+3), NOD 17 Confessor only Notes: Shoulder strap, ignores 2 points of hardness or DR. Reflex save DC 17 for autofire attacks. [B][SIZE=7]NOD Tiberium Upgrades[/SIZE] Tiberium Blood Infusion[/B] Tiberium research at Secret Shrine (required) allows NOD to enhance their members with the use Tiberium. By injecting refined liquid Tiberium compounds, replacing blood plasma with a semi-crystalline carrier that accelerates healing and dulls pain. Granted to mid level or higher soldiers, elite units and those that distinguish themselves. The recipient's veins take on a slight green tint, and when exposed to Tiberium has a faint green glow. Occasionally skin will take on a slight crystalline look in patches. Grants +5 HP, doubles healing while resting, and grants +2 to saves against Tiberium poisoning and radiation. On a successful save, are immune to low level Tiberium radiation for 4 hours before requiring another save, and doubles the times between needing to make another save. PDC: 18 Res: Illegal +5, NOD Res +2 [B]Kane's Apotheosis Protocol[/B] Research into spiritual-chemical conditioning with combined Tiberium exposure with indoctrination mantras, conducted at Operations Center and Shrines, provided to elite mid level and higher level members along with neural implants. Grants the recipients with +2 against fear effects and mind-control attempts (that are not NOD related). Recipients are not considered disabled at 0 hit points and can function normally until death at -10 hit points. When at half hit points or less, can make a secondary attack at -8, even if they move. PDC: 24 Res: Illegal +5, NOD Mil +3 [B]Black Veil Metabolism[/B] Performed at Temple of NODs, recipients are genetically modified, noticeable their lungs, circulatory system and adrenal glands, that allows them to metabolize airborne Tiberium particulates into energy. While within Tiberium fields and areas with dense Tiberium gas, they gain +20 ft to speed, cloak systems recharge 25% faster (round up). If the recipient is killed within a Tiberium field, they explode, dealing 3d6 half fire and half concussion to a 5 foot radium (double in Tiberium gas areas), Reflex save DC 11 for half. PDC: Illegal +5, NOD rare +5 [B]Tiberium-Laced Ammunition[/B] Infantry ammunition is made with shards of Tiberium, which can inflict Tiberium poison via injury, although the Fort DC is reduced to 16 as the amount of Tiberium is much smaller. Magazines containing these rounds have capacity reduced by 10% due to shielding required, range reduced by 10% due to shards throwing off weight and aerodynamics changed. 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. PDC: +3 Res: Illegal +5, NOD +1 [B]Crystalline Warheads[/B] NOD Militant and Trooper rocket squad members can be equipped with Tiberium Crystalline Warheads from the Operations Center. These warheads deal additional +1d6 damage to their area of effect, against targets struct directly, such as those that are anti armour, increase their ability to ignore DR or Hardness by +2. Also their area of effect will have low level of Tiberium radiation for 5 minutes. For warheads that don't have a blast radius will irradiate an area of 10 foot radius. PDC: +5 Res: Illegal +5, NOD Mil +3 [B]Crystalline Reflex Enhancement[/B] Surgery performed at the Secret Shrine with members chanting mantras, that enhances the recipient's reflexes. Recipient's gain +1 to all skills that require fine hand coordination, +1 to ranged attack rolls and +2 to Reflex. PDC: 24 Res: Illegal +5, NOD Mil +3 [B]Tiberium Zealotry Aura[/B] Particularly zealous, or high ranking Confessors can undergo surgery and genetic modifications that modify several of the recipient's biology and glands, that they can release chemicals similar to pheromones that enhance nearby NOD allies combat capabilities. As a standard action, the enhanced Confessor can release chemicals that affect a 20 foot radius around them, although strong winds can blow them away, for 5 rounds. NOD allies in the area gain a +1 to melee attack and damage rolls, gain +1 to Will saves. The Confessor can use this ability 1 + Con modifier times per day. PDC: 27 Res: Illegal +5, NOD Rare +4 [B]Black Veil Reactive Plating[/B] Ground vehicles can be enhanced with these armour panels that are laced with reactive Tiberium crystals that absorb kinetic energy and violently disperse it on penetration. Vehicles gain +2 Defense from Armour and DR/Hardness increased by +5. When vehicle is reduced to 0 hp, it detonates, dealing 3d6 half fire half slashing per 15 feet of length (to a maximum of 12d6) to a 30 foot radius, Reflex save DC 17 to half the damage, leaving a low level Tiberium radiation in the blast radius for 5 + 1d6 hours. PDC: 23 Res: Illegal +5, NOD Mil +3[/FONT] [/QUOTE]
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