Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
[Mutants & Masterminds] A World Less Magical But No Less Fantastic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Davies" data-source="post: 8220615" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: purple">Bloodhounds</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-dCQ9GSB/0/19f3f082/S/cyborg-S.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The Sprawl's metropolitan patrol is ostensibly neutral in conflicts between the various corporate entities that rule this world the size of a city. However, this neutrality means that they make no real attempt to investigate activities that are official acts of the corps, to avoid the appearance of favoritism against any of them. They do make attempts to investigate unofficial acts of the corps, and deniable assets have a great deal to fear from them, though most such are better equipped and better trained than the enlisted personnel and officers of the patrol.</p><p></p><p>With the exception of the Bloodhounds. Their official designation is HDCLEO (Heavy Duty Cybernetic Law Enforcement Officer) but nobody ever uses that name or even the abbreviated version of it. Older residents of the Sprawl sometimes call them 'Hatchetmen', in memory of a corporate security officer who was rebuilt into the first of their kind, roughly one hundred and fifty years ago. The process to create a Bloodhound involves removing roughly 85% of the former organic material, leaving only the brain, skull, spinal column, and <em>sometimes</em> the face.</p><p></p><p>Despite what you might expect, the majority of those who become Bloodhounds are <em>not</em> patrol personnel who suffer serious, life-threatening injuries in the course of their duties. At one point, these did form the majority of the Bloodhound corps, but attitudes have shifted, and it is now considered foolish to offer what is notionally perceived as an honor to those who make mistakes that result in such losses. In today's Sprawl, Bloodhounds are typically volunteers who agree to the process in exchange for financial considerations paid to their survivors. Assuming they don't meet their end in the line of duty, which most do, a Bloodhound can expect to remain functional for around fifteen years before their remaining organic parts begin to shut down.</p><p></p><p>While the metropolitan guard is generally disliked by most proles within the Sprawl, the Bloodhounds are regarded with terror. The amount of damage that one of them can cause is horrific enough, but it is also widely (and correctly) rumored that each of them has an override mechanism that can force them to obey the commands of anyone able to activate it. At any time, then, a Bloodhound can be converted from a diligent if cold-blooded agent of the law into a mindless assassin for any corporate agent who knows the appropriate passcodes ... which are easily accessible to such individuals.</p><p></p><p>It is not clear how much of an individual Bloodhound's consciousness survives their conversion, to be replaced by an artificial personality and engineered memories intended to support their mission. It may vary from case to case, with some remembering nothing and some having nearly complete recall of their previous life. The latter case nearly always go rogue at some point or another, vanishing into the underworld. Some of these become predators within their new environs. A few become protectors.</p><p></p><p><strong>Bloodhounds -- PL 9/MR 9</strong></p><p><strong></strong></p><p><strong>Abilities</strong></p><p><strong>STR</strong> 6 | <strong>STA</strong> - | <strong>AGL</strong> 2 | <strong>DEX</strong> 2 | <strong>FGT</strong> 8 | <strong>INT</strong> 2 | <strong>AWE</strong> 1 | <strong>PRE</strong> 1</p><p></p><p><strong>Powers:</strong></p><p><em><strong>Armored Frame:</strong></em> Impervious Protection 8 - 16 points</p><p><strong><em>Cybernetics:</em></strong> Enhanced Advantages 2 (Eidetic Memory, Improved Initiative); Senses 7 (Accurate and Extended Hearing, Analytical and Extended Vision, Infravision, Radio) - 9 points</p><p><strong><em>More Machine Than Meat:</em></strong> Immunity 30 (Fortitude) - 30 points</p><p></p><p><strong>Advantages:</strong></p><p>All-out Attack, <em>Eidetic Memory</em>, Equipment 8, Fearless, Improved Grab, <em>Improved Initiative</em>, Power Attack.</p><p></p><p><em>Equipment:</em></p><p>Autoblaster (Ranged Multiattack Damage 8, Accurate), Fragmentation Grenade (Ranged Burst Area Damage 6), Flashbang (Ranged Burst Area Dazzle 6), Tear Gas Grenade (Ranged Cloud Area Affliction 6), and 12 points of equipment as needed (often a rocket pack [Flight 6].)</p><p></p><p><strong>Skills:</strong></p><p>Athletics 2 (+8), Expertise: Civics 8 (+10), Expertise: Streetwise 7 (+9), Intimidation 10 (+11), Perception 10 (+11), Ranged Combat: Blaster 6 (+8), Stealth 4 (+6), Vehicles 5 (+7).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +6</p><p>Unarmed +8 (Close Damage 6)</p><p>Autoblaster +10 (Ranged Multiattack Damage 8)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 6, Parry 8, Fortitude Immune, Toughness 8, Will 5</p><p></p><p><strong>Totals:</strong></p><p>Abilities 34 + Powers 55 + Advantages 12 + Skills 26 + Defenses 8 = 135 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>It's A Job--Motivation. No Human Rights. Override. Requires Maintenance. Others as Needed.</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8220615, member: 30538"] [size=150][color=purple]Bloodhounds[/color][/size][color=purple][/color] [img]https://photos.smugmug.com/My-First-Gallery/i-dCQ9GSB/0/19f3f082/S/cyborg-S.png[/img] The Sprawl's metropolitan patrol is ostensibly neutral in conflicts between the various corporate entities that rule this world the size of a city. However, this neutrality means that they make no real attempt to investigate activities that are official acts of the corps, to avoid the appearance of favoritism against any of them. They do make attempts to investigate unofficial acts of the corps, and deniable assets have a great deal to fear from them, though most such are better equipped and better trained than the enlisted personnel and officers of the patrol. With the exception of the Bloodhounds. Their official designation is HDCLEO (Heavy Duty Cybernetic Law Enforcement Officer) but nobody ever uses that name or even the abbreviated version of it. Older residents of the Sprawl sometimes call them 'Hatchetmen', in memory of a corporate security officer who was rebuilt into the first of their kind, roughly one hundred and fifty years ago. The process to create a Bloodhound involves removing roughly 85% of the former organic material, leaving only the brain, skull, spinal column, and [i]sometimes[/i] the face. Despite what you might expect, the majority of those who become Bloodhounds are [i]not[/i] patrol personnel who suffer serious, life-threatening injuries in the course of their duties. At one point, these did form the majority of the Bloodhound corps, but attitudes have shifted, and it is now considered foolish to offer what is notionally perceived as an honor to those who make mistakes that result in such losses. In today's Sprawl, Bloodhounds are typically volunteers who agree to the process in exchange for financial considerations paid to their survivors. Assuming they don't meet their end in the line of duty, which most do, a Bloodhound can expect to remain functional for around fifteen years before their remaining organic parts begin to shut down. While the metropolitan guard is generally disliked by most proles within the Sprawl, the Bloodhounds are regarded with terror. The amount of damage that one of them can cause is horrific enough, but it is also widely (and correctly) rumored that each of them has an override mechanism that can force them to obey the commands of anyone able to activate it. At any time, then, a Bloodhound can be converted from a diligent if cold-blooded agent of the law into a mindless assassin for any corporate agent who knows the appropriate passcodes ... which are easily accessible to such individuals. It is not clear how much of an individual Bloodhound's consciousness survives their conversion, to be replaced by an artificial personality and engineered memories intended to support their mission. It may vary from case to case, with some remembering nothing and some having nearly complete recall of their previous life. The latter case nearly always go rogue at some point or another, vanishing into the underworld. Some of these become predators within their new environs. A few become protectors. [b]Bloodhounds -- PL 9/MR 9 Abilities STR[/b] 6 | [b]STA[/b] - | [b]AGL[/b] 2 | [b]DEX[/b] 2 | [b]FGT[/b] 8 | [b]INT[/b] 2 | [b]AWE[/b] 1 | [b]PRE[/b] 1 [b]Powers:[/b] [i][b]Armored Frame:[/b][/i] Impervious Protection 8 - 16 points [b][i]Cybernetics:[/i][/b] Enhanced Advantages 2 (Eidetic Memory, Improved Initiative); Senses 7 (Accurate and Extended Hearing, Analytical and Extended Vision, Infravision, Radio) - 9 points [b][i]More Machine Than Meat:[/i][/b] Immunity 30 (Fortitude) - 30 points [b]Advantages:[/b] All-out Attack, [i]Eidetic Memory[/i], Equipment 8, Fearless, Improved Grab, [i]Improved Initiative[/i], Power Attack. [i]Equipment:[/i] Autoblaster (Ranged Multiattack Damage 8, Accurate), Fragmentation Grenade (Ranged Burst Area Damage 6), Flashbang (Ranged Burst Area Dazzle 6), Tear Gas Grenade (Ranged Cloud Area Affliction 6), and 12 points of equipment as needed (often a rocket pack [Flight 6].) [b]Skills:[/b] Athletics 2 (+8), Expertise: Civics 8 (+10), Expertise: Streetwise 7 (+9), Intimidation 10 (+11), Perception 10 (+11), Ranged Combat: Blaster 6 (+8), Stealth 4 (+6), Vehicles 5 (+7). [b]Offense:[/b] Initiative +6 Unarmed +8 (Close Damage 6) Autoblaster +10 (Ranged Multiattack Damage 8) [b]Defense:[/b] Dodge 6, Parry 8, Fortitude Immune, Toughness 8, Will 5 [b]Totals:[/b] Abilities 34 + Powers 55 + Advantages 12 + Skills 26 + Defenses 8 = 135 points [b]Complications:[/b] [b][i]It's A Job--Motivation. No Human Rights. Override. Requires Maintenance. Others as Needed.[/i][/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
[Mutants & Masterminds] A World Less Magical But No Less Fantastic
Top