Is this a +2 ECL template?

molonel

First Post
Command Unit Supersoldier template

DNA activation key - Silver vial, needle injection. Looks like mercury.

Bonus Feat: Endurance

Regeneration - Double the number of hit points regained each day, either resting or not resting.

+4 Str, +2 Con, +2 Cha
+10 movement

Once per day for free, the character may utilize one of these powers as a move action. After that, he or she must spend an action point to activate the powers as a move actioun up to three additional times per day. After using powers four times per day, character is exhausted, cannot charge or run, and experiences a -2 on Str and Dex until he or she has rested.

1. Regeneration - For 10 rounds, heal 1d6 hit points per round. This will also allow the supersoldier to set a broken bone instantly, or gain an additional saving throw against a poison or disease at a +2.

2. Super speed - Gain +15' feet per round for 10 rounds. This stacks with the additional movement gained from the template.

3. Add +4 to an initiative roll or reroll an intiative roll. This power can only be utilized once per combat encounter.
 

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Hmm. Considering that in a D20 Modern game or similar, Strength is less important (given the abundance of guns and explosives, being more potent than D&D crossbows), I suppose the template may be adequate for +2 ECL (as opposed to being too potent for that).

Some clarifications or fixes need to be made to the text.

For one thing, you use the term Regeneration too much where it doesn't really apply; if anything it should be called Fast Healing or something similar, like Accelerated Healing; Regeneration implies that the character only takes nonlethal damage from everything except certain energy types (and none are mentioned here), among other things.

The 'Regeneration' activated ability, anyhow, seems too strong; reduce the duration to 5 rounds maybe, or the healing to 1d4 points per round, or something. Tough Heroes have to spend an action point just to heal 1-6 HP once (by way of Second Wind, depending on their Constitution score), whereas this ability, even if the rolls are abysmal, does more healing at less cost (or at equal cost when used more than once a day).

Also, you say they become 'exhausted' but the effects you describe are for the 'fatigued' status; 'exhausted' status is much worse than a measly -2 Str/Dex and no running/charging.

The Super Speed ability is unclear; do they actually keep accumulating +15 ft. speed increases every round, until they're moving at a speed of +150 ft. by the 10th round? I sure as heck hope not. Don't say 'per round' if that's not what you mean. If you just meant they get +15 ft. added to their base speed for 10 rounds, then the ability's fine (albeit definitely superhuman).

The Initiative ability is also unclear; since it takes a move action to use any of these abilities, what effect does this have when activated, since they'd have already rolled initiative and started to take their turn in combat? Does it move their current initiative up by 4 points for the remainder of the combat (starting next round of course)?
 

All valid comments, thank you. I'll try and post a second revision in the next day or two. I'm a little rusty with writing stuff in d20 Modern.

Thank you.
 

Command Unit
Supersoldier template

DNA activation key - Silver vial, needle injection. Looks like mercury.

Bonus Feat: Endurance

Accelerated healing - Double the number of hit points regained each day, either resting or not resting. Character does not scar, even from extensive burning, and unless magically or technologically prevented from doing so, or dead, will eventually live through any wound that leaves vital organs and head intact. Limbs or organs cannot be regenerated, however, and ability damage heals at the normal rate.

+4 Str, +2 Con, +2 Cha
+10 movement

Once per day for free, the character may utilize one of these powers. After that, he or she must spend an action point to activate the powersy. After using powers three times per day, total, the character is Fatigued. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

1. Accelerated healing - For 5 rounds, heal 1d4 hit points per round. This will alternately allow the supersoldier to set a broken bone instantly, or gain an additional saving throw against a poison or disease at a +2 instead of healing the hit point damage. The supersoldier must choose the effect when activating the power: heal, reset bone or disease/poison save.

2. Super speed - Gain +15' movement for 5 rounds. This stacks with the additional movement already gained from the template.

3. Add +4 to an initiative roll or reroll an intiative roll. This power can only be utilized once per combat encounter.
 

I'd normally give it a +2 ECL without too many hassles but due to the fact they would be required to play Jean-Claude Van-Damme I'd give them extra experience for the horror.
 

It looks like a nice LA +2. The only thing I would change is to give a fixed amount of fast healing, probably three, for 5 rounds, and to remove the 1/day limit on the special abilities - just becoming Fatigued and Exhausted is limit enough.
 

my take on this

Command Unit
Supersoldier template

DNA activation key - Silver vial, needle injection. Looks like mercury.

Bonus Feat: Endurance

+2 Str, +4 Con, +2 Cha
+20 to base land speed

Accelerated healing: A super soldier gains a +2 bonus vs Poison and Disease and may reset a broken bone as a standard action (a purely cinematic ability, unless your group has rules for broken limbs).
Celerity: super soldiers gain a +2 (or +4?) initiative bonus
Fast Healing: 2

LA: +2
 
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