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MADE BY - @probablydragonrpgideas and @gwyn-of-the-moon (both are me)
This is the continent of Tarquin on the planet Seleasia, my homebrew setting I’ve been working on. It is roughly the size of France and would take 47 days to walk across. It has two small islands off the northern coast known as Croth and Vosa. On the land mass are 10 different nation states - Aldbourne (the Human Empire), High Hollow (the Dwarven Kingdom), the Crowned Council of High Elves, the Wood Elf Dominion, the Dragonborn Sands, the Gnome tower of Vosa, the Island Croth (a land of monsters), the Orc and Gnoll Strongholds of the east, and two Underdark cities of Bu’ton (a Drow kingdom) and Tel’Mithras-Tunith (a Duergar kingdom). Other areas that aren’t lands controlled by any known source include the Northern Prison and Othuum’s Islands.
d20 stats for some Saints Row vehicles
Bear
The Bear is a vehicle in Saints Row 2, Saints Row: The Third and Saints Row IV.
The Bear is an Armoured Personnel Carrier (APC) used by law enforcement and is sometimes erroneously referred to as a tank. It is used by SWAT, Ultor and SNG who use it to pursue The Protagonist in addition to setting up road blocks.
Bear APC (PL5)
Crew: 2 Pass: 4 Cargo: 1,000lb Init/Man: / Top Speed: 114 (11). Defense: 6 Hard: 15 HP: 53 Size: G PDC: 36 Res: Mil (+3) Face: 5/2 Armament: Mini-gun this weapon can be controlled by either the Driver or Gunner. Equipment:
-Mini-gun: Damage: 4d10 Damage Type: Ball. Critical: 20. Range Increment: 100 ft. Rate of Fire: A. Magazine: 2,000 (Belt). Size: H. Weight: 80lb. Purchase DC: 26 Restriction: Mil+3. Special: Auto Fire expends 100 rounds and covers a 20ft by 20ft area (Ref 20 for half damage), Burst Fire expends 50 rounds and adds 4 damage dice (-4 Attack)
N-Forcer
The N-Forcer is a vehicle in Saints Row: The Third and Saints Row IV.
Description
The N-Forcer is STAG's primary fast-attack/recon vehicle and is functionally STAG's answer to the SNG's Bulldog.
It takes appearance of an enormous white and black MRAP vehicle. In contrast to the Bulldog, it has significantly heavier firepower and armor, replacing the Bulldog's mounted machine gun with a repeating laser gun. However, its small side WINDOWS prevent the player or passengers from firing their personal weapons. Due to this, it can be entered in a fast way only through a windshield. This vehicle has a short-routed exhaust system, with the tip being an upright tip mounted on the right-hand edge of the hood. This feature is easily noticed when nitrous is used.
N-Forcers serve as STAG's main delivery vehicle; they are durable and bulky enough to perform as roadblocking vehicles, they are heavy enough to serve as personnel carriers, finally they are fast enough for reconnaissance use - all of this comes however, at a price. The N-Forcer is notably slower than the Bulldog, as well as larger and thus easier to hit. Boasting a reinforced chassis, the N-Forcer cannot be crushed by tanks, but its armor is not quite up to the strength of an UPGRADED Bulldog or Bear.
N-Forcer (PL6)
Crew: 2 Pass: 2* Cargo: 600lb Init/Man: / Top Speed: 114 (11). Defense: 6 Hard: 13 HP: 53 Size: G PDC: 43 Res: Mil (+3) Face: 5/2 Armament: Laser this weapon can be controled by either the Driver or Gunner. Equipment:
-Laser: Damage: 6d6 Damage Type: Fire. Critical: n/A. Range Increment: 400 ft line. Rate of Fire: S. Magazine: Limitless (Generator). Size: H. Weight: 80lb. Purchase DC: 30 Restriction: Mil+3. Special: A shooter with the Straife Feat can arc the weapon as a full round action allowing them to hit everything in a 100ft cone or anything in a 30ft radius centered on the turret (does not harm the N-Forcer or its occupants)
*Hand Holds along the sides allows the N-Forcer transport upto 6 passengers, however the four passengers on the outside of the vehicle do not receive cover.
Tornado
The Tornado is a vehicle in Saints Row 2, Saints Row: The Third and Saints Row IV.
The Saints Row: The Third version is different than the Saints Row 2 version. While the Saints Row 2 version LOOK almost exactly like the real life AH-1Z Viper, the Saints Row: The Third version has many features from the much earlier AH-1W version, including the shorter stubbier wings and the vertical rectangular exhaust covering (Saints Row 2 features the AH-1Z horizontal oval version) with Saints Row 2's turbine intakes looks more like that of the CH-47 Chinook (Saints Row: The Third version look totally new and different than any version of the Cobra). This is probably done due to licensing issue.
Tornado (PL5)
Crew: 2 Pass: 0 Cargo: N/A Init: -2 Maneuver: +0/+5 Top Speed: 248 (25). Defense: 6 Hard: 4 HP: 43 Size: G PDC: 43 Res: Mil (+3) Face: 11/3 (8 with Rotor) Armament: Mini-gun (Turreted), 2x Rocket Pods (Forward) Equipment:
-Mini gun: Damage: 4d10 Damage Type: Ball. Critical: 20. Range Increment: 100 ft. Rate of Fire: A. Magazine: 2,000 (Belt). Size: H. Weight: 80lb. Purchase DC: 26 Restriction: Mil+3. Special: Auto Fire expends 100 rounds and covers a 20ft by 20ft area (Ref 20 for half damage), Burst Fire expends 50 rounds and adds 4 damage dice (-4 Attack)
Rocket Pod: Damage: 10d6 Damage Type: Ball. Critical: n/a. Range Increment: 400ft. Rate of Fire: S. Magazine: 10 (Int) (each). Size: H. Weight:100lb. Purchase DC: 24 Restriction: Mil+3. Special: Burst Radius 10ft (Ref 17 for half damage), Laser Target lock (Move action to aquire target, +4 Attack)
Laser Designator: Allows the Tornado's Rockets to lock on to targets, also allows the pilot or gunner to fire rockets at targets in the left, right or aft fire arcs at a -4 penalty.
Vulture
The Vulture is a vehicle in Saints Row 2: Ultor Exposed, Saints Row: The Third and Saints Row IV. Since the Vulture has 4 seats, it can be a useful armed-helicopter for transporting homies.
The Vulture seats four crew in a pair of two-seat cockpits.
The Vulture is based on the Mil Mi-24 "Hind", a Soviet built Attack Helicopter with Transport Capabilities and can seat 4. However, unlike its real life counterpart, the Vulture cannot take much punishment before being destroyed.
Saints Row 2: Despite having weapons, Ultor use this helicopter as a transport vehicle only. When the Vulture loses its stub wings, it looks like a Mil Mi-8.
Vulture (PL5)
Crew: 2 Pass: 2 Cargo: N/A Init: -2 Maneuver: -1/+4 Top Speed: 240 (24). Defense: 6 Hard: 4 HP: 50 Size: G PDC: 40 Res: Mil (+3) Face: 12/5 (12 with Rotor) Armament: Chain gun (Turreted), 2x Rocket Pods (Forward) Equipment:
-Chain gun: Damage: 4d8 Damage Type: Ball. Critical: 20. Range Increment: 120 ft. Rate of Fire: A. Magazine: 1,200 (Belt). Size: H. Weight: 80lb. Purchase DC: 24 Restriction: Mil+3.
Rocket Pod: Damage: 6d6 Damage Type: Ball. Critical: n/a. Range Increment: 400ft. Rate of Fire: S,A. Magazine: 20 (Int) (each). Size: H. Weight:100lb. Purchase DC: 24 Restriction: Mil+3. Special: Burst (All creatures/objects within five feet of a target being struck by a rocket must make a DC 15 Reflex save or take half damage), Semi Active Homing (+2 Attack bonus, allows the pilot or gunner to fire rockets at targets in the left, right or aft fire arcs at a -4 penalty [do not apply normal +2 bonus].)
AB Destroyer
The AB DESTROYER is a vehicle in Saints Row 2: Ultor Exposed, Saints Row: The Third[1] and Saints Row IV.
The AB Destroyer is basically a two-seat combat PLANE, that features Mini-gun/Rockets on it. It's the only plane in Saints Row 2 that features ROCKETS.
In Saints Row: The Third reappears with a desert tan color, like SNG vehicles.
It's a very useful plane, with amazing speed and destructive capabilities. Its only advantage, unlike armed vehicles such as the Tornado or Eagle, is that both weapons never overheat.
The AB Destroyer is based on the real life A-10 Thunderbolt II ground attack plane. Unlike in the game, the plane only features 1 SEAT (although a single two-seat prototype was built).
Although Ultor never uses it, it has Ultor decals.
AB Destroyer (PL5)
Crew: 1 Pass: 1 Cargo: N/A Init: -2 Maneuver: -1/+4 Top Speed: 912 (91). Defense: 6 Hard: 8 HP: 50 Size: G PDC: 32 Res: Mil (+3) Face: 11/12 Armament: Mini gun, 2x Rocket Pods (Forward). Bonuses+2 Attack Guns and Rockets. Equipment:
-Mini-gun: Damage: 4d10 Damage Type: Ball. Critical: 20. Range Increment: 100 ft. Rate of Fire: A. Magazine: 4,000 (Belt). Size: H. Weight: 80lb. Purchase DC: 26 Restriction: Mil+3. Special: Auto Fire expends 100 rounds and covers a 20ft by 20ft area (Ref 20 for half damage), Burst Fire expends 50 rounds and adds 4 damage dice (-4 Attack)
-Rocket Pod: Damage: 6d6 Damage Type: Ball. Critical: n/a. Range Increment: 400ft. Rate of Fire: S,A. Magazine: 30 (Int) (each). Size: H. Weight:100lb. Purchase DC: 24 Restriction: Mil+3. Special: Burst (All creatures/objects within five feet of a target being struck by a rocket must make a DC 15 Reflex save or take half damage)
-Custom Trigger: As a move action the Destroyer's pilot can make an attack with each of the planes weapon systems (Mini gun and both rocket pods) Each attack must have the same target and the attack rolls takes a -4 circumstance penalty.
Multi-role
F-69 VTOL
The F-69 VTOL is a vehicle in Saints Row: The Third and Saints Row IV.
"This is the VTOL: the Vertical Take-Off and Landing jet... And it wouldn't be Saints Row if it didn't have plenty of ultra-cool weapons, so we've added microwave lasers... and homing missiles as well."— Drew Holmes (Writer)
The VTOL is an aerial vehicle used by STAG. STAG and their associated vehicles appear after the Morningstar arc of missions are completed in Saints Row: The Third, specifically during the mission "Gang Bang" where F-69 VTOLs appear attacking a building containing The Protagonist.
The VTOL has the ability to transform between a hover mode and a jet mode. Hover mode makes the F-69 handle much like a helicopter and the jet mode makes it fly like a jet, which allows the player to move across the city of Steelport quickly and efficiently.
Cyrus Temple owns a unique black F-69 VTOL, which is used by him in the last mission in hopes of eliminating the player, so long as you choose to kill Killbane. It is unlocked upon completion of the mission.
The F-69 VTOL is equipped with a microwave Laser Beam weapon, which can be charged to fire Swarm Missiles.
In Saints Row IV it appears again as a hunter vehicle in the multiplayer diversion Cat & Mouse.
Laser Beam
The primary attack mode of the F-69 VTOL is a microwave laser.
In jet mode, the microwave laser will lock in the direction it is currently facing if the fire button is held and pivot to keep aiming in that direction; it can even fire through the VTOL's fuselage, except when having set the flight controls to advanced in the gameplay options.
Swarm Missiles
Swarm Missiles are the secondary charged attack mode of the F-69 VTOL, launching quintuple laser-guided missiles.
Different amounts of Missiles are fired depending on how long the weapon has been charged.
F-69 VTOL (PL6)
Crew: 1 Pass: 1 Cargo: N/A Init: -2 Maneuver: +10/+5 Top Speed: 2,500 (250)/250 (25). Defense: 6 Hard: 4 HP: 47 Size: G PDC: 62 Res: Mil (+3) Face: 10/6 Armament:Laser Cannon (Fixed Forward in Jet Mode, Turreted in Hover mode), Swarm Missile bay . Equipment:
-Laser Cannon: Damage: 7d10 Damage Type: Fire. Critical: 19-20. Range Increment: 160 ft. Rate of Fire: S. Magazine: Limitless (Generator). Size: H. Weight:66lb. Purchase DC: 34 Restriction: Mil+3.
-Swarm Missile Launcher: Damage: 6d6 Damage Type: Slashing. Critical: 19-20. Range Increment: 1,200ft. Rate of Fire: Single*. Magazine: 35 (Int). Size: G. Weight: 750lb. Purchase DC: 31 (22 per 5 missile bundle) Restriction: Mil+3. Special: Burst Radius 20ft (Ref 17 negates), RADAR Target lock (Move action, +4 Atk against Aircraft, Chaff negate) Of axis shot (If a RADAR lock has previously been achieved the swarm missiles may attack that target from outside the forward Fire Arc, -4 Atk penalty also negates Attack bonus from RADAR lock), *Battery (+4 Attack, +2d6 damage and +2 to Reflex save per 5 points that the attack exceeds the targets defense [max+10d6], expends five missiles per shot)
-Radar: Range 10miles, +4 to electronics based Spot checks
-Stealth: +4 Defense against RADAR guided weapons, -5 penalty to all attempts to detect the fighter electronically.
-Long Range Radio: Range 100miles.
-Dual Mode: The F-69 can switch between Jet and hover modes, In jet mode it uses the +10 maneuver rating and 2,500 speed and handles like a normal jet, in hover mode it uses the +5 Maneuver and 250 speed and handles like a helicopter (including being able to hover in mid air)
-Professional Radio
-Experimental AI: Grants a +2 Initiative Bonus (figured), While the AI is active, acquiring target locks with swarm missile is a free action.
Condor
The Condor is a vehicle in Saints Row: The Third.
The Condor is the STAG's transport VTOL, used to ferry and deploy troops into combat zones while being supported by F-69 VTOLs. It packs dual mini-guns on its wings, but is not very maneuverable.
Like the F-69 VTOL and Specter, the Condor has two modes, flight and hover.
As with all aircraft, it is not possible to move the camera while in flight mode unless the Aircraft Controls option is set to "Advanced". The mounted Gatling lasers are not very powerful when compared to other STAG weaponry, but it can be fired in full-auto for at least 10 seconds, with very quick cool-down.
This vehicle is very useful for transporting groups of Homies to other locations because of the multiple spaces in the back of the vehicle and a second one in the cockpit.
Condor (PL6)
Crew: 2 Pass: 3 Cargo: 3,220lb Init: -4 Maneuver: +5/+2 Top Speed: 1000 (100)/200 (20). Defense: 6 Hard: 5 HP: 45 Size: G PDC/TU: 57/335 Res: Mil (+3) Face: 12/8 Armament: Fire-linked Mini-guns (Fixed forward in Jet mode, Turreted in hover mode). Bonuses: None. Equipment: -Fire-linked Mini-guns: Damage: 6d10 Damage Type: Ball. Critical: 20. Range Increment: 100 ft. Rate of Fire: A. Magazine: 4,000 (Belt). Size: H. Weight: 80lb. Purchase DC: 26 Restriction: Mil+3. Special: Auto Fire expends 200 rounds and covers a 20ft by 20ft area (Ref 20 for half damage), Burst Fire expends 100 rounds and adds 4 damage dice (-6 Attack)
-Radar: +4 to Navigate checks, and Electronics based spot checks.
-Radio
-Dual Mode: The Condor can switch between Jet and hover modes, In jet mode it uses the +5 maneuver rating and 1,000 speed and handles like a normal jet, in hover mode it uses the +2 Maneuver and 200 speed and handles like a helicopter (including being able to hover in mid air)
Some d20 Timesplitters projects
I have more but, this is all I’m posting for now
The Mox Ozor Mox The Ozor Mox are one of the several factions of Mox on Planet X during the Mox Civil War. The Mox have been at war with each other for as long as anyone can remember and no one knows how the war started. Hank Nova, a human pilot, was caught in the crossfire between the two factions. The Mox Civil War led to the eventual extinction of the Ozor and Meezor, leaving the prize of the war to the Koozer Mox, who took Planet X after the other sides of the war died out. The Ozor hate everyone and everything, especially their close cousins, the Meezor. The Ozor Mox appear in TimeSplitters 2. Ozor Mox have green skin.
Meezor Mox Meezor Mox is a generic race of Mox living on Planet X, appearing in Timesplitters 2. They battled the Ozor Mox in Return to Planet X. The Koozer Mox intervened later in the war, and introduced a third force in the Mox Civil War, managing to finish off the remaining Ozor Mox and Meezor Mox and rule supreme. The Meezor hate everyone and everything, especially their close cousins the Ozor. The Meezor Mox make their only appearance in TimeSplitters 2. They serve as some of the enemies fought in the Return to Planet X Story mode mission, appearing as invaders of Ozor territory. Outside of Story mode, they appear in a single Arcade League match and a bot set. Meezor Mox have bright red skin
Koozer Mox The Koozer Mox are one of the species of Mox that inhabit Planet X in the late 23rd century. During the Mox Civil War, other Mox races battled each other to death. After this, the Koozer Mox race who has been waiting for the Mox races to wipe out each other, took the planet for their own. They are a blue coloured Mox and share the exact same characteristics as other Mox. After the Meezor Mox and Ozor Mox battled each other to extinction, the Koozor Mox (who were, to be fair, playing a waiting game) took over. The Koozer Mox are the only Mox race appearing in TimeSplitters Future Perfect, further implying they are the ruling Mox race. They appear in a challenge set at the Spaceport and appear in the Spaceport bot set, they however have no further appearance within the game. Koozer Mox have blue skin
Racial Traits +2 Dexterity, -2 Intellegence, -4 Charisma Abberation. Medium. Base Land Speed: 30 ft Natural Allegence: All Mox begin play with an unbreakable allegience to their paticular race (Ozor, Meezor, or Koozer) Wide Vision (Ex): Due to the wide placement of their eyes, Mox recieve a +2 bonus to spot checks Total Xenophobia (Ex): All Mox races despise any creature that isn't part of their paticular race, When Dealing with a sientient creature not part of their particular race (Ozor, Meezor or Koozer) a Mox takes a -4 penalty to all bluff and diplomacy check, and a +4 bonus to intimidate and Sense Motive checks. Level Adjustment: +0 Progress Level: +0
Splitters Hybrid Mutant The TimeSplitters' evil aura had a devastating effect on some of the more susceptible Siberian troopers, causing massive genetic mutation. Military scientists tried to turn them into super-soldiers, but after a series of horrific incidents the mutants were deemed uncontrollable and placed under maximum security. The Hybrid Mutants are mutated individuals found at the Oblask Dam in Siberia. They are highly dangerous, and are the unlockable character of the level.
Combat Undead Traits (Su): Hybrids have standard undead traits. Darkvision 60ft (Su) Bonus Feasts (Ex): Hybrids recieve Alertness, Toughness, and Weapon Focus (Claw) as bonus feats Weapons and Armor (Ex): Though no-longer proficient with any manufactured weapons or armor, Hybrid Mutants will continue to use any such items they possess.
Hybrid Mutant CR2. Medium Undead HD:4d12+3.HP29. Mas--. Init:+2. Spd 15ft (20ft. base) Defense:16, Touch12, FF14(+2dex,+2Equip,+2Nat). Bab+2. Grapl+4. Atk/Full Atk:+5melee(1d6+2 Claw) or +4ranged. FS:5ftx5ft. R:5ft. SQ: Undead Traits, Darkvision 60ft. AL: None. Sv Frt+1, Ref+3, Wil+4. AP: N/A. Rep+0. Str15, Dex14, Con--, Int-- Wis10, Cha1. Skills: Listen+2, Spot+2. Feats: Alertness, Toughness, Weapon Focus (Claw) Possessions: Light Duty Vest (Non-Proficent) Advancement: 5-6(Medium)
Freak The Freak was Crow's first attempt at making a TimeSplitter. They have a striking resemblance to the Hybrid Mutant due to the fact that both are half-Human and half-TimeSplitter. In the single-player game, the only effective way of killing them is by use of the Injector which causes them to explode, dealing damage to everyone in a close radius. The Freak can be killed with bullets as well, but they'd have to be shot in the head a few times. They can create bursts of energy from their body
Combat Undead Traits (Su): Freaks have standard undead traits. Darkvision 60ft (Su) Bonus Feasts (Ex): Freaks recieve Alertness, Toughness, and Weapon Focus (Claw) as bonus feats Energy Surge (Su): The Freak can hurl a bolt of electrical energy at an enemy as an attack action, or create a pulse hit everything around The Freak ---Electric Bolt (3d6 electric, Ranged Touch, max range 60ft) ---Electric Pulse (4d6 electric, Burst Radius 15ft, Ref15 for half)
The Freak CR3. Medium Undead HD:4d12+3.HP29. Mas--. Init:+2. Spd 20ft. Defense:17, Touch12, FF15(+2dex, +5Nat). Bab+2. Grapl+4. Atk/Full Atk:+5melee(1d6+2 Slam) or +4ranged touch (3d6 Electric Bolt). FS:5ftx5ft. R:5ft. SQ: Undead Traits, Darkvision 60ft, Energy Sourge. AL: Ugenix or Timesplitter Empire. Sv Frt+1, Ref+3, Wil+4. AP: N/A. Rep+0. Str15, Dex14, Con--, Int-- Wis10, Cha1. Skills: Listen+2, Spot+2. Feats: Alertness, Toughness, Weapon Focus (Slam and Bolt) Advancement: 5-8HD (Med)
TimeSplitter 1 TimeSplitter (#1) only appears in TimeSplitters 1. They are the first generic race of TimeSplitter the player encounters. They take on a humanoid appearance, but with protruding ribs, talons and a yellow-purple hue, as well as a deformed, vaguely-human face.
Combat Undead Traits (Su): Timesplitters have all standard undead traits Darkvision 60ft (Su) Energy Ball (Su): As a Free action, a Time Splitter may congour up a ball of energy, this may be thrown as a standard attack (Range Increment 20ft max 5 increments) the orb deals acid damage.
TimeSplitter #1 CR1. Medium Undead HD:2d12. HP13. Mas--. Init:-1. Spd 30ft. Defense11:,Touch9,FF11(-1dex,+2Nat). Bab+1. Grapl+2. Atk:+2melee(1d6+1 Slam) or +0ranged (3d4 Energy Ball). Full Atk:+2melee(1d6+1 2slams) or +0ranged (3d4 Energy Ball). FS:5ftx5ft. R:5ft. SQ: Undead Traits, Darkvision 60ft, Energy ball. AL:Time Splitter Empire. Sv Frt+0, Ref-1,Wil+3. AP: N/A. Rep+0. Str13, Dex8, Con--, Int6 Wis10, Cha1. Skills: Climb+4, Hide+3, Listen+4, Move Silently+3, Spot+4 Feats: None Advencement: None
TimeSplitter 2 TimeSplitter (#2) only appears in TimeSplitters 1. They are less skeletal than their counterparts TimeSplitter (#1), and are coloured white with red streaks. Their faces are slightly more human, appearing stretched with a beak-like protrusion extending from an open mouth. Their body appears to have grown from inside a humans, seen in the human arms impaled on their own. It appears that it is an incomplete TimeSplitter 1. Something to note is that these only appear in Story missions before 2001; The year in the game when the first 'Sci-Fi' weapon was created was in Cyberden (2005). Due to this, when the game was released, these primitive TimeSplitters would be in the past, and fully complete ones would be in the futuristic time periods.
Combat Undead Traits (Su): Timesplitters have all standard undead traits Darkvision 60ft (Su) Energy Ball (Su): As a Free action, a Time Splitter may congour up a ball of energy, this may be thrown as a standard attack (Range Increment 20ft max 5 increments)
TimeSplitter #2 CR1/2. Medium Undead HD:1d12.HP6. Mas--. Init:+. Spd ft. Defense:,Touch,FF(+dex,+Nat). Bab+0.Grapl+. Atk:+0melee(1d4 Claw) or +1ranged (3d4 Energy Ball). Full Atk:+0melee(1d4 2claws) or +1ranged (3d4 Energy Ball). FS:5ftx5ft. R:5ft. SQ: Undead Traits, Darkvision 60ft, Energy ball. AL:Time Splitter Empire. Sv Frt+0, Ref+1, Wil+2. AP: N/A. Rep+0. Str10, Dex12, Con---, Int6 Wis10, Cha1. Skills: Climb+3, Hide+3, Listen+4, Move Silently+3, Spot+4 Feats: None Advancement: None
Berserker Splitter He'll eat you before you even know he's there. That's how hard he is. The Berserker Splitter is the only TimeSplitter to appear in TimeSplitters Future Perfect. They attack by shooting bolts of energy that track their enemies and can also turn invisible. They are similar to the Reaper Splitters in appearance, but they tend to walk on all fours rather than upright like the Reaper Splitter, and their skin has reddish hue, in stark contrast to the Reaper Splitter's pale white skin. And while Berserker Splitters have to walk to get to places, the Reaper Splitters can teleport to areas instantly (on the other hand, however, when dashing on all fours, the Beserkers can move much faster than any of the other types). Also, if you pay close attention to their bloody claws, you can see what looks like mutated, human fingers, hinting at their origins.
Combat
Rend (Ex): If a Beseker Splitter hits with both claw attacks it automatically deals an additional 2d4+6 damge
Spell-like Abilities (Su): once per round a Beserker Splitter can cast Invisibility (Self only) or Lightning Bolt as a 7th level Mage. Fear-Aura (Su): Any living thing within a 30ft radius must make a DC14 Will save or suffer the effects of a Fear Spell (Caster level 7th) Scent (Ex): Can track by scent and detect hidden objects//enemies Weapon Feats: Beserker Splitters can be trained to use any type of manufactured weapon or armor
Berserker Splitter CR4. Medium Magical Beast HD:4d10+12.HP. Mas16. Init:+2. Spd 40ft. Defense:16,Touch12 FF14(+2dex,+4Nat). Bab+4. Grapl+8. Atk:+9melee(1d4+4 claw) or +6ranged. Full Atk:+9melee(1d4+4 2claws) and +6melee (1d8+2 Bite) or +6ranged. FS:5ftx5ft. R:5ft. SQ: Rend (2d4+6), Fear-Aura, Sent, Spell-like abilities. AL:Evil Timesplitter Empire. Sv Frt+7, Ref+6, Wil+1. AP:0. Rep+0. Str19, Dex14, Con16, Int11 Wis10, Cha6. Skills: Balance+7, Climb+9, Jump+9, Survival+5, Tumble+7 Feats: Multi-Attack, Weapon Focus (Claw) Advancement: 5-12HD (Medium)
Reaper Splitter The Reaper Splitter are the brute fighters in the TimeSplitter forces. They are able to release blue bolts of energy, and have the ability to teleport. These TimeSplitters are the only ones which appear in the cutscenes of TimeSplitters 2. They have a characteristic open mouth, and their arms resemble scythes, where their name most likely stemmed from.
Species Traits Ability Modifiers: Str+8, Dex+2, Con+6, Cha-4. Creature Type: Abberation. Natural Armor: +3 Natural Natural Attacks: 2 claws 1d6+Str modifier, Bite 1d4+half Str modifier, can be used with natural weapons Size: Medium Darkvision: 60ft Base Land Speed: 30ft. Blink (Su): Once per round, a Reaper Splitter can teleport itself to any unoccupied space within 30ft it can see. This is a Full Round Action Electric Pulse (Su): Once per round a Reaper splitter can release a pulse of Electric energy around themselves. The pulse has a 20ft radius, deals 4d6 electric damage (Ref 15 for half). Releaseing the pulse is a Free Action that can be used with a full attack action. Bonus Feat: Reaper Splitters recieve Multi-Attack as a Bonus Feat Level Adjustment:+1.
Reaper Splitter Pilot CR. Medium Abberation Fast Ordinary3 HD:3d8+9. HP22. Mas16. Init:+2. Spd 30ft. Defense:,Touch,FF(+2dex,+4Class,+3Nat). Bab+2. Grapl+6. Atk:+melee(d+/) or +ranged (d). Full Atk:+melee(d+) and +melee (d+) or +ranged (d). FS:5ftx5ft. R:5ft. SQ:Darkvision 60ft, Blink, Electric Pulse. AL: Evil, Timesplitter Empire. Sv Frt+4, Ref+4, Wil+1. AP:N/A. Rep+1. Str19, Dex14, Con16, Int11 Wis10, Cha6. Occupation: Military (Drive[+1], Pilot[+1]) Skills: Drive+9, Escape Artist+8, Pilot+9, Tumble+8 Feats: Multi-Attack, Personal Firearms Proficiancy, Simple Weapons Proficiancy, Starship Gunnery, Starship Opperation (Ultralight) Possessions: None
Reaper Splitter Warrior CR. Medium Abberation Strong Ordinary3 HD:3d8+9. HP22. Mas16. Init:+2. Spd 30ft. Defense:,Touch,FF(+1dex,+2Class,+3Nat). Bab+.Grapl+.Atk:+melee(d+/) or +ranged (d). Full Atk:+melee(d+/) or +ranged (d). FS:5ftx5ft. R:5ft. SQ:Darkvision 60ft, Blink, Electric Pulse. AL:Evil, Timesplitter Empire. Sv Frt+5, Ref+3, Wil+1. AP:N/A. Rep+0. Str19, Dex14, Con16, Int11 Wis10, Cha6. Occupation: Criminal (Hide, Move Silently) Skills: Hide+8, Move Silently+8 Feats: Multi-Attack, Personal Firearms Proficiancy, Simple Weapons Proficiancy, Weapon Focus (Claw and Bite) Possessions: None
Scourge Splitter Nothing is known about these fearsome leaders of the TimeSplitters. Although, their bondage trousers are admired across the galaxy. The Scourge Splitter is an elite species of TimeSplitter, and the leaders of the other types of TimeSplitters, only taking orders from Jacob Crow himself. They appear to emerge after Sergeant Cortez gets closer to obtaining all of the Time Crystals, sporting guns from the time period that you are currently fighting in, unlike all the other TimeSplitter races who fight by casting bolts of energy. They are the most human-like TimeSplitters and stand on two legs. Their chest cavity is open and purple flames spew out. Their head is a floating featureless face with white eyes.
Trivia reuses Red Alien's voice clips. If when playing as Scourge Splitter you pick up the Invisibility Powerup, the purple flames remain visible, and are only extinguished when the Splitter is killed. Contrary to what the character abilities say, the Scourge Splitter actually has one of the fastest movement speed tied with characters such as Monkey. The Scourge Splitter's upper body is very similar to that of a Reaper Splitter. It is possible the head and flames burst out from a Reaper Splitter after some kind of metamorphosis. Alternatively, its possible that they are, in fact, Time Assassins taken to the future by Splitter Crow and transformed into their alien state. This is evident by the fact they are the most "human" TimeSplitter appearance wise, the fact they have somewhat similar clothing to Time Assassins, and similar roles in the games they appear in (going after the protagonist in an attempt to eliminate them to cease their meddling in their plans).
Species Traits Ability Modifiers: Str+2, Dex+2, Cha+4. Humanoid (Scourge Splitter) Size: Medium Low-light Vision Base Land Speed: 30ft. Command Splitters (Su): Scourge Splitters are second only to Jacob Crow in power, as such all lower ranked creatures with alligence to The Time Splitter Empire, will obey any order from a Scourge Splitter without question. Eternal Flame (Su): The cold purple flame that anchors the Scourge Splitters head to its body provides Low-light level illumination, this flame convers a -4 penalty to Hide checks and a +4 inherient bonus to intimidate checks. Level Adjustment:+1.
Scourge Splitter CR12. Medium Humanoid (Scourge Splitter) Strong Hero3/Charasmatic Hero3/Field Officer 6 HD:8d8+8 plus 3d6+3 .HP61. Mas12. Init:+0. Spd 25ft. Defense: 22,Touch16, FF22 (+6Class,+6Equip). Bab+9. Grapl+11. Atk:+13melee or +9ranged (6d6 RI 60ft, Plasma Auto-Rifle grenade launcher). Full Atk:+13melee or +9/4ranged (2d8 RI: 80ft Plasma Auto-Rifle, or 2d4 Sci-Fi Hand Gun). FS:5ftx5ft. R:5ft. SQ: August Leadership/Leadership, Uncanny Survival (+2Def 1/day), Command Time Splitters, Eternal Flame. AL:Unit/Company. Sv Frt+6, Ref+5, Wil+6. AP:11. Rep+4. Str16, Dex12, Con12, Int13 Wis10, Cha19. Occupation: Military (Knowledge [Tactics]+1, Swim+1) Skills: Computer Use+6, Diplomacy+11, Gather Information+11, Hide-3*, Intimidate+13, Jump+3*, Knowledge (Tactics)+7, Listen+2, Move Silently+1*, Profession+5, Read/Speak/Write (Any One), Spot+2, Swim+4* *Includes Armor Penalty Feats: Advanced Firearms Prof, Alertness, Archaic Weapons Prof, Armor Prof (Light, Medium), Personal Firearms Prof, Simple Weapons Prof, Stealthy, Trustworthy. Talents: Extreme Effort, Improved Extreme Effort, Coordinate, Inspire. Possessions: Plasma Auto-Rifle (12lb) 200 shot battery and 20 plasma grenades, Sci-Fi Handgun (4lb) 1d4+1 30 round cells, Tactical Vest (10lb), Bondage Gear, Various gear and personal possessions.
Drone Splitter Once a peaceful amphibian race, the Drones were enslaved when the Splitters invaded their planet. Spinal implants ensure they will never escape the Splitters control. The Drone Splitter, despite their name and affiliation, are not TimeSplitters. They are an alien race that was enslaved by the TimeSplitters. Cortez encounters them in the Space Station in TimeSplitters 2. The Drone Splitters makes its sole appearance in TimeSplitters 2. It features infrequently in the Story mission Space Station, typically alongside Baby Drone Splitters.
Baby Drone Splitter The TimeSplitters evil knows no limits - even juvenile Drones are forced into labour at a young age. Baby Drone Splitter are younger versions of the Drone Splitters that appears in TimeSplitters 2 with a black color instead of gray like the Drone Splitter. They look amphibious in nature and have implants on their spines. They appear as enemies in the Space Station level at the end of TimeSplitters 2. It is not actually a TimeSplitter, as revealed in the Drone Splitter's gallery entry.
Species Traits Ability Modifiers: +4Str, -2Dex, +4Con, -2Int, -2Cha Creature Type: Monsterous Humanoid (Aquatic). Natural Armor:+4 Natural weapons: Drone Splitters can make slam attacks (1d6) Size: Medium Darkvision: 60ft Base Land Speed: 30ft, Swim 30ft. Amphibious (Ex): Drone Splitters are amphibians, they can equally breathe air and water. Drone Splitters recieve a +8 species bonus to swim checks. Level Adjustment:+0.
Drone Splitter CR2. Medium Monsterous Humanoid (Aquatic) Tough Ordinary 3 HD:3d10+12. HP. Mas. Init:+1. Spd 30ft swim30ft. Defense:17, Touch15, FF16(+1dex,+2Class,+4Nat). Bab+2. Grapl+6. Atk:+6melee(1d6+4 Slam) or +3ranged. Full Atk:+6melee(1d6+4 2Slam) or +3ranged (d). FS:5ftx5ft. R:5ft. SQ:Abberation Traits, Amphibious, Darkvision 60ft. AL:Time Splitter Empire (Forced). Sv Frt+6, Ref+2,Wil+0. AP: N/A. Rep+. Str17, Dex13, Con18, Int8 Wis8, Cha10. Occupation: Blue Collar (Craft[Electronic], Craft[Mchanical]+1, Repair) Skills: Computer Use+1, Craft (Electronic)+2, Craft (Mechanical)+3, Repair+5 Feats: Builder, Gear Head, Simple Weapons Proficiancy Possessions: Tool kits (Mechanical, Electronic), Mind Control Implant.
Baby Drone Splitter CR0. Small Monsterous Humanoid (Aquatic) HD:1d4+12. HP. Mas. Init:+1. Spd 30ft swim30ft. Defense:17, Touch15, FF16(+1 Size,+1dex,+4Nat). Bab+0. Grapl-2. Atk/Full Atk:+3melee(1d4+2 Slam) or +2ranged (d). FS:2.5ftx2.5ft. R:2.5ft. SQ:Abberation Traits, Amphibious, Darkvision 60ft. AL:Time Splitter Empire (Forced). Sv Frt+2, Ref+2,Wil-1. AP: N/A. Rep+. Str14, Dex12, Con15, Int7 Wis7, Cha9. Occupation: None Skills: None Feats: None Possessions: Tool kits (Mechanical, Electronic), Mind Control Implant.
Vehicle Top PDC/ Name Crew Pass Cargo Init/Man Speed. Def: Hard HP SZ Res Zeep 1 1 500lb -2/+0 48(5) 9 5 25 L 30/Lic Turbo Buggy 1 1 200lb -2/+0 70(7) 9 5 30 L 34/Lic Pickup Truck 1 2 1 Ton -2/-2 39(4) 8 5 45 H 30/Mil Tank 2 0 2 Tons -4/-4 39(4) 6 20 60 G 45/Mil
Zeep The 'Zeep' is found in 1969 in the Khallos levels. It is also available in most tilesets in Mapmaker. It has room for a driver and one passenger. It is the only vehicle to feature in any Arcade level as there is one in "Siberia". It is also used by the guards in the mission "The Russian Connection" to get to you quickly. As a weapon, the Zeep can be used to kill enemies by running them over. An unusual thing to note is that the Zeep engine's RPM (revolutions per minute) determine its damage. For example, holding down the acceleration button for over 1.5 seconds is equivalent to flooring the gas, which will max out the number of RPM, instantly killing anything it runs into. This can be tested in Siberia (Arcade); drive the Zeep to the entrance of any base. Drive up against the entrance, holding down the fire button. Although the Zeep will be stuck in place until you reverse, any players touching the front of the car will die. The Zeep's top speed is 27 mph. The Zeep can also behead zombies. It's name is a parody of the American SUV manufacturer "Jeep", but the car takes its unsightly appearance from a converted GAZ-53. d20 Rules: Takes up a 2x3 square area. Provides 1/2 cover to driver and passenger
Turbo Buggy The Turbo Buggy is a sleeker, more futuristic version of the 'Zeep'. During the mission "Machine Wars", you use it to get through a canyon of rubble infested with gun turrets. The Steering-wheel is on the right side of the vehicle instead of the left hinting that it is of British, Japanese or Australian origin. It is faster and more maneuverable than the normal Zeep, and it is an item available in the "Lab" Tileset in the Mapmaker. The Turbo Buggy's top speed is 40 mph. A 'virtual' version can also be found in the "Virtual" tileset; the only real difference between this and the original found in single player is a new blue-and-red virtual color scheme. On the front of the Buggy, is a Light that sways back and forth, just like KITT from the Knight Rider TV series. d20 Rules: Takes up a 2x4 square area. Provides 1/2 cover to driver and passenger
Pickup Truck The Pickup Truck is an vintage vehicle found in the mission "Scotland The Brave". One truck has a mounted gun on the back, for which the player has the option of shooting or driving (Captain Ash will always take the opposite position). The mounted gun is difficult to aim when the truck is moving, and will overheat if it is fired continuously for a long time. There are also two other variants of the pickup truck: the first has a canopy and is seen crashing off a pier before the player can reach it, while the other is a simple flat-bed, which is found on its side next to the Castle entrance (and must be flipped over for use). It is based on the Bedford WLG flatbed truck. The Pickup Truck is not available as an item in the Mapmaker. d20 Rules: Takes up a 2x8 square area. Provides 3/4 cover to driver and cab passengers, Mounts a Turreted Machine gun that can be opperated by the second passanger (second passenger only recieves half cover).
Machine Wars Tank The Tank is used in the mission "Machine Wars". Although being the slowest vehicle, it is well armed with both a cannon and a gun turret. During the mission, the player must first drive the tank, firing at enemy tanks along the way, and then must take control of the gun turret to attack small ships flying overhead. The tank's top speed is 22 mph. It is based loosely on the futuristic robotic military vehicles that appear in the Terminator Series. This vehicle is unavailable in any Arcade maps and cannot be placed into a map designed using the Mapmaker. d20 Rules: Takes up a 4x8 square area. Provides full cover to crew. Mounts a Forward Firing cannon controled by the driver and a gunner controled auto laser turret.
Weapon list Range Weapons Dmg Type Crit Inc RoF Mag Wght SZ PDC/Res Machine Gun 2d10 Ball 20 100ft A Linked 45lb H 21/Mil Cannon 10d6 Ball N/A 400ft Sin 1(int) 500lb H 27/Mil Laser MG 4d12 Fire 19-20 150ft A Cell 300lb H 25/Mil
Machine Gun Heavy water-cooled weapon mounted on the back of the pick up truck. Machine guns can also be found as emplaced Turrets mounted sigularly or in fire-linked pairs (+1d10 damage, 20 rounds per Auto fire attack [Ref17], 10 rounds on a burst [-4 Atk, +3d10 damage] PDC 23/Mil). Some Twin turrets have a Metal or energy shield (+3 PDC provides 1/2 cover to shooter) and/or a mounted Homing launcher (+4 PDC)
Cannon Forward Firing Weapon mounted on the Machine Wars tank. The shells fired from the cannon have a 20ft burst radius (Ref 17). The target struck does not get a save.
Laser MG A pair of automatic lasers mounted in a battery on the back of a Machine Wars Tank. d20 Rules: This weapon recieves a +1 equipment bonus to attack rolls.
Weapon list Range PDC/ Weapons Dmg Type Crit Inc RoF Mag Wght SZ Res Garrett Revolver 2d8 Ball 20 50ft S 6(Cyl) 3lb M 15/--- Luger Pistol 2d6 Ball 20 30ft S 7(box) 2lb S 16/Lic Silenced Luger 2d6-1 Ball 20 30ft S 7(box) 2lb S 16/Lic Silenced Pistol 2d6-1 Ball 20 30ft S 8(box) 2lb S 14/Lic Sci-Fi Handgun 2d4 Energy 20 40ft S 30(Cell) 4lb M 21/Mil Shotgun 4d4 Ball 20 10ft S 2(int) 4lb M 15/Ill
Garrett Revolver The Garrett Revolver is the most powerful pistol in TimeSplitters 2, but with a slow rate of fire. The only mission it is used is in the Wild West mission.
Luger Pistol/Silenced Luger The Luger Pistol is a small, old-fashioned, semi-automatic pistol. The pistol is identical to the Silenced Pistol in terms of use and damage, but the Luger's magazine is short one round - seven rounds to a magazine, instead of the Silenced Pistol's eight. There is also a silenced variant called, aptly, the Silenced Luger, but it cannot be unlocked for use in custom weapon sets. d20 Rules: The Silenced Luger has a DC 15 Listen check to hear firing.
Silenced Pistol The Silenced Pistol is a pistol mainly used for stealth kills in the Siberia story mission and also used as your main weapon in the Atom Smasher mission. Due to its weak nature, careful aiming is advised when engaging enemies with this weapon. d20 Rules: DC 15 Listen check to hear firing.
Sci-Fi Handgun The TimeSplitters 2 version of this weapon, while maintaining the same appearance, is significantly inferior to the TimeSplitters 1 version in every way other than magazine size.. The primary fire mode ricochets as well as the secondary fire mode, the rounds (changed to plasma rounds rather than standard bullets) move much slower and do a significantly smaller amount of damage, and the gun fires in burst of three rather than being controllable by the player. d20 Rules: This weapon has a 3 Round Burst Fire mode (-2 Attack, +2d4 damage), allows skip shot attacks without the feat even when burst firing
Shotgun The Shotgun is a break-action, breech-loaded, double-barreled firearm. The shotgun has no magazine; the only rounds loaded are in the two chambers. This means that it can only fire twice before a reload is needed. d20 Rules: The shooter may fire both barrels at once (+2d4 -2Attack).
Weapon list Range PDC/ Weapons Dmg Type Crit Inc RoF Mag Wght SZ Res Crossbow 2d6 Pierce 19-20 70ft Sin 4(box) 9lb L 12/--- Vintage Rifle 2d10 Ball 20 100ft Sin 5(int) 11lb L 17/Lic Sniper Rifle 2d12 Ball 20 100ft Sin 5(box) 14lb L 20/Lic Soviet S47 --- --- --- --- --- --- 16lb L 21/Res ---Rifle 2d8 Ball 20 50ft S,A 30(box) --- --- --- ---Grenade 3d6 Slash N/A 40ft S 40(int) --- --- --- Lasergun 2d8 Fire 20 100ft S 50(cell) 13lb L 24/Res Plasma AutoRifle --- --- --- --- --- --- 12lb L 21/Res ---Rifle 2d8 Fire 20 80ft S,A 200(box) --- --- --- ---Grenade 6d6 Fire N/A 60ft S 20(int) --- --- ---
Crossbow The crossbow is a weapon found in the 1920's Aztec level in TimeSplitters 2. Its arrows are of moderate strength and must be rapidly fired in order to kill an enemy. Arrows lit by torches (most notably in the Aztec and Mexican Mission levels) can be used to set enemies on fire. In Story, the only way to kill a Wood Golem is with a flaming crossbow bolt. d20 Rules: The Crossbow can fire all four arrows in a single burst (-4 Attack, +2d8 damage, requires burst fire), the tip of the crossbow can hold a flame, the flame will persist long enough to ignite an entire clip of bolts, adding 1d6 fire damage and standard risk of catching fire to the arrows.
Vintage Rifle The Vintage Rifle may look crude and sound like a old camera, but it possesses a powerful shot. In TimeSplitters 2, the weapon resembles a Winchester lever-action rifle, whereas in TimeSplitters Future Perfect, the weapon resembles a Lee-Enfield Rifle. Both weapons were used in the early 20th century, but are equipped with different scopes. It shares ammo with the Sniper Rifle. d20 rules: Possesses a standard scope
Sniper Rifle The Sniper Rifle is a long-range weapon featured in all three games. It has a powerful scope, good for aiming at enemies hundreds of yards away. However, it may be difficult to hit a fast moving target. Also, as with most snipers, the Sniper Rifle is a terrible weapon for close combat. d20 Rules: Advanced Scope (+50ft RI, +2 Attack move action to aquire target)
Soviet S47 The Soviet S47 is an assault rifle with an underbarrel grenade launcher. It has a reasonably high rate of fire (600 rounds per minute). The weapon has appeared in TimeSplitters 2 story levels Siberia and Atom Smasher, the latter having introduced the weapon's ability to be dual-wielded. The weapon is one of the best to clear an area of enemies; it is quite reliable in most situations. This weapon is rather weak for an assault rifle, and it is not recommended unless dual-wielded. However, its grenade launcher does allow for a good secondary weapon. d20 Rules: The Soviet S47 is balanced for one hand fire (-2 Attack), can be dual wielded (treated as a one hand weapon with an extra -2 penalty)
Lasergun The Lasergun only appears in TimeSplitters 2. The weapon's primary fire is a single laser shot, which can be charged up for a more powerful shot when the fire button is held down. Non-charged shots slowly home in on enemies. The charged shot is of medium range and once fired, instantly hits its TARGET. The alternate fire activates a shield that will partially PROTECT the front of the player's body from bullet fire, although explosions and shots to the legs or the back will still do damage. d20 Rules: Regular Shot (+4 Attack, -1 charge per shot) Charged Shot (+2d8 Damage, +4 Ranged touch attack, -10 charges per shot) Shield (+3 defense, -1 charge per round, -1 charge per attack blocked)
Plasma AutoRifle The Plasma AutoRifle is a futuristic automatic rifle with a very high rate of fire, that is thought to be a replacement of TS1's Scifi Autorifle. d20 Rules: When using the attached grenade launcher, plasma grenades have a 5ft burst radius (DC 15 Ref) and a delayed fuse, detonating 1d4 rounds after firing. Plasma grenades can be stuck to objects/creatures (DC 17 strength check and a Full round action to remove). After 3 Rounds of continious fire the weapon must cool for 1d4 rounds.
d20 stats for UNSC armors
Type/ Equip Bonus Dex Armor Spd
Armor Name Subtype Prof. Non Prof. Bonus Penalty (30ft) Weight PDC/Res
ODST BDU Heavy/Tac +6 +3 +3 -3 25ft 20lb 25/lic+1
ODST battle armor
The ODST Battle Dress Uniform is the signature piece of equipment used by the 105th Special Forces
d20 Rules: ODST armor comes with the Enviromental Seal Gadjet, Integrated HUD and grants the wearer a +5 circumstance bonus to save vs Heat based effects or extreme weather.
Mjölnir Armor
Type/ Equip Bonus Dex Armor Spd
Armor Name Subtype Prof. Non Prof. Bonus Penalty (30ft) Weight PDC/Res
Mark IV Power/Tac +5 +2 +0 -8 15ft 1,000lb 41/Ill
Mark V Power/Tac +6 +2 +1 -8 15ft 1,000lb 42/Ill
Mark VI Power/Tac +7 +2 +4 -8 15ft 1,000lb 44/Ill
Spartan-III Power/Tac +4 +2 +4 -5 20ft 350lb 32/Ill
Mjolnir Powered Assault Armor/Mark IV
The Mark IV Mjolnir Powered Assault Armor was the fourth of seven versions of the Mjolnir Powered Assault Armor. The suit was issued to SPARTAN-II commandos on November 27th, 2525, and was in service until November 24th, 2551, when it was replaced by the Mark V. John-117 was known to use the Mark IV until an unspecified later date due to him being in the field when the Mark V originally entered service.
Mjolnir MkIV Armor Provides the following bonuses
+4 Equipment bonus to Strength
+15ft equipment bonus to speed
Integrated HUD gadget
Provides Damage Reduction 5 against all forms of attack
+5 equipment Bonus to Reflex saves to reduce damage
Environmental Seal (allows the wearer to operate in vacuum or other harsh environments for 24 hours), filters in the helmet allows a +8 bonus to Fortitude saves vs Toxins/poisonous gases
AI Jack: while not included by default, the Mjolnir armor can have an AI installed
Electronic Optics: +8 equipment bonus to Spot checks, grants 120ft Darkvision
Magnetic Strips: The wearer may draw of put away all equipment they are carrying as a Free Action.
Bio-Foam Dispenser: +4 equipment bonus to Treat Injury checks targeting the wearer.
Mjolnir Powered Assault Armor/Mark V
The Mjolnir Powered Assault Armor/Mark V was the fifth of seven versions of the Mjolnir Powered Assault Armor. The suit was issued to the members of Noble Team on November 24, 2551 and to the remaining SPARTAN-II Commandos on August 29, 2552. and was in service until October, 2552, when it was replaced by the Mark VI.
Mjolnir MkV Armor Provides the following bonuses
+4 Equipment bonus to Strength
+15ft equipment bonus to speed
Integrated HUD gadget
Provides Damage Reduction 5 against all forms of attack
+5 equipment Bonus to Reflex saves to reduce damage
Environmental Seal (allows the wearer to operate in vacuum or other harsh environments for 24 hours), filters in the helmet allows a +8 bonus to Fortitude saves vs Toxins/poisonous gases
AI Jack: while not included by default, the Mjolnir armor can have an AI installed
Electronic Optics: +8 equipment bonus to Spot checks, grants 120ft Darkvision
Magnetic Strips: The wearer may draw of put away all equipment they are carrying as a Free Action.
Bio-Foam Dispenser: +4 equipment bonus to Treat Injury checks targeting the wearer.
Shields: Provides 45 bonus Hit Points can regenerate at a rate of 3 points per round once broken
Mjolnir Powered Assault Armor/Mark VI
The Mjolnir Powered Assault Armor/Mark VI was the sixth and last of the [GEN1] versions of the Mjolnir Powered Assault Armor. The suit was issued to the few surviving SPARTAN-II commandos in October 2552, replacing the older Mark V variant. Despite the introduction of Mjolnir [GEN2] after the Human-Covenant war, Mark VI armor could still be requisitioned by SPARTAN-IVs in 2558.
Mjolnir MkV Armor Provides the following bonuses
+4 Equipment bonus to Strength
+15ft equipment bonus to speed
Integrated HUD gadget
Provides Damage Reduction 5 against all forms of attack
+5 equipment Bonus to Reflex saves to reduce damage
Environmental Seal (allows the wearer to operate in vacuum or other harsh environments for 24 hours), filters in the helmet allows a +8 bonus to Fortitude saves vs Toxins/poisonous gases
AI Jack: while not included by default, the Mjolnir armor can have an AI installed
Electronic Optics: +8 equipment bonus to Spot checks, grants 120ft Darkvision
Magnetic Strips: The wearer may draw of put away all equipment they are carrying as a Free Action.
Bio-Foam Dispenser: +4 equipment bonus to Treat Injury checks targeting the wearer.
Shields: Provides 45 bonus Hit Points can regenerate at a rate of 3 points per round once broken
Semi-Powered Infiltration armor (Spartan III)
Semi-Powered Infiltration (SPI) armor is an experimental armor system used by the United Nations Space Command. It was developed for use by the SPARTAN-IIIs.
Though more advanced than the Orbital Drop Shock Troopers' body armor, it is far less advanced and less powerful than the Mjolnir Powered Assault Armor used by the SPARTAN-IIs. Its main benefit is that it is drastically cheaper to produce than the Mjolnir Armor. The SPI armor was designed with an emphasis on stealth rather than on raw power. It features special photo-reactive panels that mimic the surrounding textures, effectively being the UNSC equivalent to the Covenant's Active camouflage systems. It has been described as "part legionnaire mail, part tactical body armor, and part chameleon" by both Tom-B292 and Dr. Catherine Halsey.
Mark IIEdit
The SPI Armor Mark II was a more advanced version of the SPI Mark I, first used by the drill instructors of Beta Company, and then by the SPARTANs of Beta Company. They had new photo-reactive coating to boost their camouflaging properties. There were also numerous experimental refits to the ballistic gel layers, upgraded software suites, and other functions. Although the new photo-reactive coating could mimic a wide range of electromagnetic radiation, it was still sensitive to overload, so the wearer would still be vulnerable for several seconds after a flashbang or plasma hit while the panels reset.
It was proposed in 2537 for Alpha Company, but the request was denied because the armor was over budget. After Alpha Company's pyrrhic victory in Operation: PROMETHEUS, the Mark II SPI armor was approved for mass production. At the time of Gamma Company's augmentation, system adjustments (upgrades including improved ballistics gel inner layer, updated software suites and new photo-reactive panels) were being beta tested, and were scheduled to be installed within a year of the augmentation procedure.
Semi-Powered Infiltration armor Provides the following bonuses
+2 Equipment bonus to Strength
+10ft equipment bonus to speed
Integrated HUD gadget
Provides Damage Reduction 5 against all forms of attack
Environmental Seal (allows the wearer to operate in vacuum or other harsh environments for 24 hours), filters in the helmet allows a +8 bonus to Fortitude saves vs Toxins/poisonous gases
Electronic Optics: +8 equipment bonus to Spot checks, grants 120ft Darkvision
Bio-Foam Dispenser: +4 equipment bonus to Treat Injury checks targeting the wearer.
Camouflage: +6 Bonus to Hide and Move Silently checks, and a +5 bonus to the DC to detect the wearer electronically.
so like, i’m trying to make a d&d rouge healer, and i found a home-brew CUP RACE!!! so out from the back of my head emerged razz, dé la crém a Italian nurse, (inspired by Italian raspberry soda) she seems to cutie to be a d&d player so for ow this is just a WIP
the cup race wiki: https://www.dandwiki.com/wiki/Cup_(5e_Race)
the rouge subclass home-brew: https://www.dndbeyond.com/subclasses/6962-healer
DO NOT REPOST
DO NOT TRACE
8/18/20
Label design-Hialeah Brewing Co.X Sud Swap Collaborative Home Brew Release.
d20 Giant Puppet invasion
These entries are not meant to be taken very seriously
Fraggle Rock
Fraggle
Species Traits
Ability Modifiers: -2Str, +2Dex, -2Wis, +2Cha.
Creature Type: Fey
Size: Small, Fraggles are short statured creatures, recieveing a +1 size bonus to attack and defense, a +4 Bonus to Hide checks and a -4 penalty to grapple checks
Low-Light Vision (Ex): Fraggles can see twice as well as humans in poor light conditions
Base Land Speed: 30ft.
Dream Sharing (Su): Fraggles can telepathically communicate with each other through dreams, the “communicating” Fraggles must touch heads to do this and may only communicate while they sleep. As a Full Round action, a Fraggle or group of Fraggles may use this ability to help a fellow Fraggle break free from any form of supernatural compulsion (such as a Domination or a magical sleep effect), each fraggle involved makes a Will Save equal to 10+the FX ability's level, +1 per previous failed attempt(s),- the target Fraggle's Wisdom modifier (negative modifiers will as such increase the save DC) each success grants a cumulative +1 Bonus to the target's next Will save to break free, if the attempt fails the bonus is reset to zero and the aiding Fraggles must make a new round of harder saves to aid their friend
Natural Athletes(Ex): Fraggles receive a +2 Species Bonus to Balance, Climb, Move Silently and Tumble checks do to their natural grace
Born Entertainers (Ex): Fraggles are natural performers, at character creation a Fraggle receives a +4 Species bonus two(2) of the following skills; Craft (Visual Arts or Writing), Knowledge (Arcane Lore, Art, Earth/Life Sciences, History or Theology/Philosophy), Perform (Any), or Spellcraft
Natural languages (Su): All Fraggles automatically possess free Read/Write and Speak Language skills, for their own language (Fraggle), Doozer, Gorg, and the dominate Silly Creature (Human) language nearest to their home settlement.
Level Adjustment: +0.
Typical Fraggle CR2. Small Fey Charismatic Ordinary 3 HD: 3d6.HP10. Mas11. Init:+2. Spd 30ft. Defense:13,Touch13, FF12 (+1size, +1dex,+1Class,). Bab+1. Grapl-4. Atk:/Full Atk:+1melee (1d6-1 club)or +3ranged (1d6-1 club, RI 10ft). FS:5ftx5ft. R:5ft. SQ: Low-light vision, Dream Sharing, Natural Athletes, Born Entertainers (Craft Visual Arts and Writing). AL: Tribe. Sv Frt+2, Ref+3, Wil+0. AP: N/A. Rep+2. Str9, Dex12, Con11, Int10 Wis9, Cha12.
Occupation: Creative (Perform[Dance, Sing, Percussion or Stringed Instrument] +1)
Skills: Balance+4, Climb+2, Craft (Visual Arts)+9, Craft (Writing)+9, Diplomacy+5, Handle Animal+5, Hide+8, Listen+2, Move Silently+6, Perform (Dance)+6, Perform (Percussion or Stringed Instrument)+6, Perform (Sing)+6, Read/Write/Speak (Doozer, English, Fraggle, Gorg), Spot+2, Tumble+4.
Feats: Alertness, Simple Weapons Proficiency, Stealthy
Possessions: Club, Various gear and personal possessions
Doozers
Racial Traits
Ability Modifiers: -6Str, +8Dex, -4Con,+4Int.
Creature Type: Fey.
Size: Diminutive, Doozers are incredibly small creatures, as such they receive a +4 size bonus to Attack and Defense, a -12 size penalty to grapple checks, and a +12 bonus to hide checks
Low-light vision (Ex):
Base Land Speed: 5ft.
Bonus Feats: All Doozers receive Builder (any two), Educated (any two) and Simple Weapons Proficiency as bonus feat
Industrious (Ex): Doozer receive a +4 species bonus to Craft (electrical, mechanical and Structural), Demolitions, and Repair checks
Free Languages (Ex): all Doozers begin with the Read/Write and Speak Language (Doozer) skills for free, most will also learn Gorg and Fraggle.
Level Adjustment:+0.
Doozer society is not a militant one, however, if backed into a corner, the Doozers can swarm an opponent or employ vehicles and power-tools as makeshift weapons to try and drive it off
Typical Doozer CR1/10. Diminutive Fey HD: 1/4d6-2.HP1. Mas6. Init:+4. Spd 5ft. Defense: 18, Touch18, FF14(+4size,+4dex). Bab+0. Grapl-15. Atk/Full Atk:-3melee(1 power-tool) or +4ranged (1 improvised ranged weapon RI 10ft). FS:1ftx1ft. R:0ft. SQ: Industrious. AL: Doozer society. Sv Frt-2, Ref+4, Wil+2. AP: N/A. Rep+0. Str4, Dex18,Con6, Int14 Wis11, Cha10.
Skills: Climb+1, Computer Use+8, Craft (Electronic)+6, Craft (Mechanical)+8, Craft (Structural)+8, Demolitions+10, Drive+8, Knowledge (Civics)+5, Knowledge (Technology)+5,
Listen+1, Perform (Dance or any one instrument)+2, Pilot+8, Read/Write/Speak (Doozer), Repair+12, Spot+1
Feats: Builder (Mechanical,Structural), Educated (Civics, Technology), Gear Head, Simple Weapons Proficiency
Advancement: None
Possessions: Tool Belt, Hard hat, various gear and personal possessions
Doozer Swarm CR3. Medium Fey (Swarm of Diminutive Fey) HD: 4d6.HP14. Mas6. Init:+4. Spd 5ft. Defense: 14, Touch14, FF10(+4dex). Bab+0. Grapl-15. Atk/Full Atk: Swarm (2d4). FS:5ftx5ft. R:0ft. SQ: Industrious, Swarm Traits, Distraction. AL: Doozer society. Sv Frt-2, Ref+4, Wil+2. AP: N/A. Rep+0. Str4, Dex18,Con6, Int14 Wis11, Cha10.
Skills: Climb+1, Computer Use+8, Craft (Electronic)+6, Craft (Mechanical)+8, Craft (Structural)+8, Demolitions+10, Drive+8, Knowledge (Civics)+5, Knowledge (Technology)+5,
Listen+1, Perform (Dance or any one instrument)+2, Pilot+8, Read/Write/Speak (Doozer), Repair+12, Spot+1
Feats: Builder (Mechanical,Structural), Educated (Civics, Technology), Gear Head, Simple Weapons Proficiency
Advancement: None
Possessions: Tool Belt, Hard hat, various gear and personal possessions
Doozer Vehicles Top PDC/
Name Crew Pass Cargo Init/Man Speed. Def: Hard HP SZ Res
ATV 1 1 0 +2/+2 15(1) 12 2 5 T 12/---
Digger 1 0 0 +2/+2 10(1) 12 5 10 T 15/---
Bulldozer 1 1 5lb +1/+1 10(1) 11 5 10 S 19/---
Cargo Truck 1 2 5lb +1/+1 10(1) 11 5 15 S 17/---
Crane 2 0 15lb +0/+0 10(1) 10 5 10 M 18/---
Bus 1 10 5lb +1/+1 10(1) 11 5 15 S 14/---
All Doozer Vehicles provide half cover to crew and passengers
ATV
A miniature Quad bike or motorized Trike, used mostly as a personal transport
Digger
A tiny version of a human sized back hoe, the bucket can hold upto 1lb of loose materiel, used to harvest Radishes for producing Doozer sticks.
Bulldozer
primary Doozer earth-mover, miniature version of a full sized Bulldozer, the dozer blade can be used as a ram plate in emergencies.
Cargo Truck
A small dump truck.
Crane
Largest piece of Doozer equipment, used to build structures upto ten feet high.
Bus
Mass transport.
Gorgs
Racial Traits
Starting HD: All adult Gorgs begin play with 8d8 hit dice, this grants the Gorg three feats, a +6 Base Attack bonus, a +6 Fortitude Save bonus, a +2 Reflex save bonus and a +2 Will save bonus, and 13+Intelligence Modifier skill points. These skill points can be divided between the following skills; Craft (Chemical), Intimidate, Knowledge (Earth and Life Science), Listen, Spot, and Survival.
Ability Modifiers: Str+12, Dex-6, Con+8, Int-4, Wis-4, Cha-2.
Creature Type: Giant.
Natural Armor +5
Size: Huge, Gorgs are massive creatures, their size grant them a -2 penalty to Attack and Defense, a -8 size penalty to hide checks and a +8 size bonus to Grapple checks
Base Land Speed: 50ft.
Natural Attacks: Gorgs can deliver two powerful slam attacks (1d6+Strength modifier) and a Bite attack (1d8+half Strength modifier), Gorg's are not coordinated to use natural attacks in conjunction with natural weapons
Bonus Feats: All Gorgs receive Simple Weapons Proficiency as a bonus feat.
Natural Invisibility (Su): Once per week a Gorg must apply a special cream (see below) or gradually turn invisible (as the spell) over a period of 24 hours. This disturbs the Gorgs and they avoid it when ever possible.
Mix Anti-Vanishing Cream (Su): Gorgs can mix a special radish based compound that counteracts their invisibility. It is unclear when or how the Gorg learned the secret of this cream because the recipe has to be taught.
Natural Language: All Gorgs begin play with the skills Read/write (Gorg) and Speak (Gorg)
Level Adjustment:+4.
Typical Gorg CR8. Huge Giant HD:8d8+32. HP68. Mas18. Init:-3. Spd 50ft. Defense:10,Touch5, FF10 (-2Size, -3dex,+5Nat). Bab+6. Grapl+20. Atk:+10melee(1d6+6 Slam or 2d8+9/x4 Scythe) or -4ranged (9 pound cannon 3d12 cannon or 3d6 grape shot, RI 45ft). Full Atk:+6melee (2 slams 1d6+6) and +1melee (Bite 1d8+3) or +10/+5melee (Scythe 2d8+9/x4). FS:15ftx15ft. R:15ft. SQ:. AL: Family. Sv Frt+,Ref+,Wil+. AP: 0. Rep+0. Str22(+6), Dex4, Con18, Int7 Wis6, Cha9.
Skills: Craft (chemical)+0, Intimidate+3, Listen+0, Read/Write?Speak (Gorg), Spot+0.
Feats: Archaic Weapons Proficiency, Power Attack, Simple Weapons Proficiency
Possessions: 9 pound Cannon (500lb), 2 premeasured shots (Cannon ball), 2 premeasured shots (Grape), Gargantuan Scythe (24lb), Regal clothes, container of anti-vanishing cream, various gear and personal possessions
Advancement: By Character class
Merggles
Species Traits
Ability Modifiers: +2Dex, -2Wis.
Creature Type: Fey
Size: Small, Merggles are short statured creatures, receiving a +1 size bonus to attack and defense, a +4 Bonus to Hide checks and a -4 penalty to grapple checks
Low-Light Vision (Ex): Merggles can see twice as well as humans in poor light conditions
Base Land Speed: 10ft.
Telepathic Imprinting (Su): Merggles commonly settle around large aquatic trees (from then on called the Great Tree), as the and Merggle community grow, the latent psychic talent of the Merggles infuses the tree, after 1d4 years the tree is bonded to the Merggles. With this bond in place the Merggle can compel the tree's branches and roots to extend through the tree's home lake/coastal region into other connected to it by water. Merggles and any other creatures that touch the tree itself can relay information and images to anyone touching a root/branch as if using a Message spell cast by a 10th level Mage.
Aquatic Sub type(Ex): Merggles have a natural swim speed of 50ft, and can move in water without making Swim checks and receive a +8 circumstance bonus to checks made to avoid drowning or aquatic hazards
Nautical masters (Ex): Merggles are natural aquatic explorers, granting a +4 bonus to Listen, Navigate, Search, Spot and Survival checks when in open water
Natural languages (Su): All Merggles automatically possess free Read/Write and Speak Language Fraggle, many will also learn the language of any sentient creatures they shares a border with them.
Level Adjustment: +0.
Typical Merggle CR2. Small Fey (Aquatic) Strong Ordinary4 HD:4d8. HP18. Mas10. Init:+1. Spd 10ft, swim 50ft. Defense:15, Touch15, FF14(+1size, +1dex,+3Class). Bab+4. Grapl+0. Atk/Full Atk:+0melee(1d6 Trident) or +1ranged (1d6 Trident RI10ft). FS:5ftx5ft. R:5ft. SQ:Telepathic Imprint, Nautical masters. AL:Tribe. Sv Frt+2, Ref+2, Wil+0. AP: N/A. Rep+0.Str10, Dex13, Con10, Int11 Wis8, Cha11.
Occupation: Rural (Climb, Survival)
Skills: Climb+3, Listen+2 (+6 in water), Navigate+3(+7 in water), Search+1(+5 in water), Spot+2 (+6 in water), Survival+3 (+7 in water), Swim+10.
Feats: Alertness, Brawl, Guide, Simple Weapons Proficiency
Possessions: Shortened trident, various gear and personal possessions
Melmacian/Alf
Species Traits
Ability Modifiers: -4 Dex, +4 Con.
Creature Type: Aberration
Natural Armor: +5. Melmacian fur is incredibly thick and heavy, offering a surprising amount of protection
Size: Medium, Melmacians rarely exceed 4feet tall but, can weigh upto 400lbs mostly thanks to their fur
Base Land Speed: 20feet.
Great Appetite (Ex): A Melmacian must eat and drink twice as much as other medium sized creatures.
Savage Instincts (Ex): If a Melmacian begins to suffer the effects of starvation (d20MRPG page 213) the Melmacian reverts to a primitive hunter-gatherer state. In this state the Melmac receives a -2 penalty to its Intelligence, Wisdom and Charisma, but, receives a +4 circumstance bonus to Listen, Spot, Hide, Move Silently, Survival and Grapple checks, all Bluff, Diplomacy and Intimidate checks made against the Melmacian suffer a -4 penalty because of its feral state. A Melmacian will remain in this state until it has consumed a full one and a half pounds of food and drink.
Mental Resistance (Ex): Melmacians receive a +2 bonus to Will saves
Sharp hearing (Ex): due to their keen ears, Melmacians receive a +2 species bonus to listen checks
Great Bulk (Ex): Their impressive mass grants the Melmacian a +4 circumstance bonus when making/resisting Bull Rush and Overrun attempts.
Starting Language: All Melmacians receive the skills Read/Write (Melmac) and Speak (Melmac)
Level Adjustment:+1.
Progress Level: Base Human +2
Typical Melmacian CR2. Medium Aberration Fast Ordinary2/Charismatic Ordinary1 HD:2d8+4 plus 1d6+2.HP18. Mas15. Init:-2. Spd 20ft. Defense:17, Touch12, FF17 (-2dex,+4Class,+5Nat). Bab+1. Grapl+1. Atk/Full Atk:+1melee or -1ranged. FS:5ftx5ft. R:5ft. SQ: Great Appetite, Savage Instincts, Mental Resistance, Sharp Hearing, Great Bulk. AL: Varies. Sv Frt+3, Ref-1, Wil+2. AP: N/A. Rep+2. Str11, Dex6, Con15, Int10 Wis11, Cha10.
Occupation: Student (Knowledge[Pop Culture]{+1}, Performance [Dance], Research)
Skills: Craft (Writing)+2, Drive+7, Handle Animal+3, Hide-2, Knowledge (Pop Culture)+6, Listen+4, Move Silently-2, Perform (Dance)+5, Pilot+7, Read/Write/Speak (Melmac, English), Research+5, Spot+2
Feats: Alertness, Simple Weapons Proficiency, Stealthy
Possessions: Various gear and personal possessions