It's just such a bizarre idea it sorta appeals to me- you've got this super-grim setting about abortion, terrorism and religious warfare but the protagonists are cute fuzzy river otters or something. I've actually got an idea in the back of my mind how to run a setting like that (plus keep it true to the themes driving OA) and one day I might release it as Otherverse America: Lions & Lambs. However, it is such a radical departure from the other stuff I've done, and somewhat a distraction from larger projects like Black Tokyo Unlimited, Endara and future Otherverse releases I want to get to first, like a San Francisco citybook (including the Taker of the Unborn adventure I previewed a few blog posts ago), a comprehensive cyborg book and a Boston citybook.
That said, my upcoming Lifer Army Book will include new statblocks using all sorts of content, including stuff not originally built specifically for Otherverse America. I've included at least one Lifer Modern Spellcaster and may include more, and I'm including a few Lifer anthros, built using Fursona. When I eventually do the corresponding Choicer Army Book, expect a few pagan anthros there too. I'm treating Anthros in OA as basically another breed of genetically enhanced supersoldier, just one more powerful and cool thing the players can be if they want. Most of 'em have their origins in Sanger Genomics, Kodiak Island or the Patriot Medical center at Atlanta.
So here you go, a Lifer supersoldier built as an Anthro: Pronghorn.
Lifer Combat
Anthro: Pronghorn (CR 10)
Medium Humanoid (Anthro- Order: Capricornis)
Fast Hero 3, Powered Hero 7
XP
Init +3 Senses lowlight vision
Languages English
Defense
AC 25 (+3
DEX, +6 class +6 equipment)
HP 72 hp (3d8
+7d10 + 20 hp)
FORT +8 REF +7 WILL +2
Resist Cold 1
Weaknesses -4
racial penalty on FORT saves against thirst or environmental heat ; -6 racial
penalty on Disguise checks
Offense
Spd 40 ft
Melee +11
horns (1d6+2 slashing, 20/x2)
+14 unarmed strike (1d6+5 bludgeoning, crit
20/x2, automatic crit when inflicting non-lethal damage)
Ranged +12
Mossberg shotgun (2d8 ballistic, crit 20/x2, 30 ft range increment, single
shot, 6 round internal mag)
+13 Farrar 5.7 mm SMG (2d8+1 ballistic, crit 20/x2, 40 ft range
increment, full auto, 60 round box mag)
+12 frag grenade (5d6 slashing, 20
ft burst radius, 10 ft range increment, DC 15 REF
half)
Special Actions Hoof Stamp (30 ft radius, all targets must succeed at DC 16 REF Save or be knocked prone and suffer 1d6 points
of subdual damage)
Statistics
Str 18 Dex
17 Con 15 Int 12 Wis 9 Cha
11
Base Atk +9
CMB +13 CMD 27
Feats Armor
Proficiency (light, medium, heavy), Personal Firearms Proficiency, Point Blank
Shot, Power Attack, Combat Martial Arts, Brawl, Knockout Punch, Powered Hero
Plus, Run
Feats Acquired via
Gunslinger I Talent: Advanced Firearms Proficiency, Burst Fire, Double Tap, Point Blank Shot, Strafe and Two
Weapon Fighting
Starting Occupation CFL Kid
Starting Talents Ultra-Specialized (receives competence bonus on Stealth checks equal to
total number of Powered Hero talents, currently +6)
Talents Increased
Speed I-II, Gunslinger I-II, Peak Human I-III,
Healing Surge
Skills Climb
+14, Drive +5, Jump +12, Knowledge
(tactics) +11, Perception +9, Stealth +13, Tumble +13
Gear Farrar 5.7mm and 4x spare magazines, Mossberg
shotgun and 24x shells, 2x frag grenades, rations, survival gear (bedroll,
canteen, 1-2 days rations)
“Soldiers are born, not made! Please join
our geneticists and military foster families in welcoming a beautiful new baby
rescuer to our ranks! Baby boy “Pronghorn” was born yesterday at 0001- you can
watch him take his first steps on the Helix73 Mesh Channel and soon you’ll be
able to follow his training, along with his brothers and sisters in the rescue
at the Babies Savin’ Babies Mesh Channel. Pronghorn is an absolutely adorable
sheep-baby, one of our “Lambs of the Pre-Born” series of hybrid warriors.”
-Birth Announcement promulgated
throughout Kodiak Island’s mesh, Summer 2090.
Appearance
Pronghorn
was force-grown in a Kodiak Island womb tank,
bred to be the ultimate Lifer supersoldier. His augmented genome was liberally
laced with goat, antelope and sheep DNA,
making him visibly inhuman from the moment he was decanted. Cloaked in a wooly
white and tan pelt, the muscular Pronghorn stands well over seven foot tall,
and weighs twice as much as a big human. A pair of thick, gnarled horns rise
from his forehead- these black spikes can dent ballistic armor, as more than
one overconfident Choicer has realized to their chagrin.
Pronghorn’s
eyes are strikingly blue against his white fur, and his reverse articulated
legs can deliver a punishing, super-human kick. In battle, he wears a
production line set of tactical body armor; his back dominated by an airbrushed
portrait of a little human girl hugging a lamb and the slogan “All Animals Have
a Right to Life”; Pronghorn is a dedicated vegan. He carries a shotgun and a
Choicer-built submachine gun, taken as a battle trophy and beloved above all other
guns. He is a superhumanly adept shot with either weapon.
Campaign Use
Pronghorn is often assigned to
Moonshot’s squad, and the sheep-human hybrid has blossomed under Moonshot’s
leadership. Despite his genetic aptitude for gun violence, Pronghorn is
surprisingly mellow, and has mastered multiple ‘less-lethal’ fighting styles.
In battle, Pronghorn is an efficient and merciless gunslinger against armed and
armored Choicer military targets, but prefers to headbutt mouthy Choicer
civilians or local Covenant cops into unconsciousness rather than going for his
guns.
Knowing
little other than the rescue,
Pronghorn is none the less fairly level headed and non-confrontational. His
great size gives him the enormous confidence that enables him to turn his back
on cruelty. He’s proud of his augmented strength and superhuman anthro
physique, but is nowhere the bully or psychopath that Comstock is. Moonshot and
the other moderate rescuers like and trust Pronghorn, and he’s one of the few
CFL Kids on base trusted with solo missions. The young anthro has done black
ops missions across Russia
and Northern Europe- it was on one of these
missions the young man acquired a Chocier-built Farrar SMG
from a KOed Ásatrú, and the unconventional weapon has quickly become his favorite
gun.
Special Abilties
Ability Push (EX)
Four times per day, as a full round
action, Pronghorn can increase his DEX score by +2 and his STR score by +1 for up to one hour. Pronghorn’s
peak human talents allow him to use his ability push ability more often and to
greater effect.
In addition, if Pronghorn is suffering temporary ability score damage, he
can expend a daily use of Ability Push to immediately restore the temporary
ability score loss. While Pronghorn’s Ability Push is active, anytime he fails
a saving throw or skill check that would result in his death or serious injury,
Pronghorn may choose to may end the Ability Push as a free action. Doing so
allows you to succeed at the saving throw or skill check, assuming success was
ever possible in the first place.
Cold Climate Adaptation (EX)
Pronghorn is comfortable even in the coldest
temperatures. He receives a +8 racial bonus on FORT Saves made to resist
environmental cold.
Gunslinger
(EX)
Pronghorn is genetically programmed
to be a superhumanly excellent gunfighter, with an instinctive awareness of
fields of fire. In any battle where firearms are used, either by Pronghorn, his
allies or his adversaries, Pronghorn adds his WIS modifier as an insight bonus to his
Armor Class/Defense score.
This bonus is lost if
Pronghorn is flat footed, helpless or otherwise unable to add his DEX bonus to
Defense.
Healing Surge (EX)
Any time
Pronghorn expends an action point for any reason, he also recovers 1d6 HP in
addition to the normal effects of the action point. This healing effect cannot
raise his HP above their normal maximum total.
Horned (EX)
Pronghorn’s combat nickname is an obvious
one. When attacking at the end of a charge with his natural weapons, his horns
inflict double damage, or triple damage on a critical hit.
Hoof
Stamp (SU)
As a standard action, Pronghorn
may slam one of his massive, cloven hooves down onto the ground, causing a
localized earthquake, which affects all creatures within a 30 ft radius.
Creatures in the tremor zone must make a DC 16 REF
Save or be knocked prone, suffering 1d6 points of subdual damage in the
process.
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