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| #1sigma999Dec 04, 2008 13:58:58 | These are 2 d20 Modern adaptations of the 6-class variety condensed in to single "classless" variants. While the "Gestalt" is for most campaigns of Modern and Future, the "Sucky" version is almost like the opposite of leveling up. You get worse. ... but that's the point, since in the Gantz (manga) storyline people are modern-era or near-future morons in unusual scifi situations, shooting classical Japanese monsters under the guidance of an aloof and perhaps mentally retarded unconscious cyborg in a black sphere. I took the liberty to do away with skill points since it's a mess with the greater number of d20 Modern/Future skills. SAGA-like static bonus + Level works better; you just grab the skill and off you go. Gestalt hero Talents have been improved and now scale. Many are cumulative but the Mental ones probably don't need to be usually. Still working on Mental Talents. Hero (gestalt) Level Properties HP: +10 Base Attack: +1 Best Saves: +2 bonus Fortitude, Reflex, and Will one time, +1 bonus more every even level. Skills: 8 + INT skills are trained, get +3 bonus once and another +1 bonus per level. Weapon Proficiencies: Simple Hero gains the following with level advancement: • 1 Bonus Feat • 2 Talents (each new skill added is 1 Talent) • Defense Bonus +3, and another +1 every even level • Reputation Bonus equal to +2, and another +1 every third level STRONG HERO: STRENGTH TALENTS Extreme Effort (cumulative): +2 to Strength checks, +1 more for each copy of this Talent each time it is added again Ignore Hardness (cumulative): -5 Hardness and Damage Resistance Melee Smash (cumulative): +1 damage per level with each melee attack FAST HERO: DEXTERITY TALENTS Defensive: +1 Defense per odd level Increased Speed (cumulative): +10 Move TOUGH HERO: CONSTITUTION TALENTS Damage Resistance: reduce Physical damage received by 2 per level Energy Resistance: reduce Energy damage received by 2 per level Unbreakable: +5 HP with another +5 HP more for each copy of this Talent each time it is added again SMART HERO: INTELLIGENCE TALENTS Research Strategy DEDICATED HERO: WISDOM TALENTS Empathic Healing Intuition CHARISMATIC HERO: CHARISMA TALENTS Charm Fast-Talk Leadership Sucky Hero for Gantz setting d20 Modern/Future HP: +10 Base Attack: special; base value +4, does not advance Best Saves: one save gets +2, none advance Skills: choose 4 + INT skills to train, access to all skills, but skill bonuses only get the initial +4 and do not advance Weapon Proficiencies: none, may gain proficiency with a weapon after making a successful kill. Proficiency lasts until another weapon is used or character is reduced to 0 HP. Hero gains the following with level advancement: • 2 Flaws must be added each level The Gantz suit provides the following: • 4 charges + 1 per level maximum, refills when characters return to Gantz sphere or 12 hours pass since expending. • Damage Resistance 10 + Level against all types of damage as long as at least 1 charge is left. Character is immune to Gantz energy weapon attacks from other Gantz suit users. • Charges may be spent to maximize any roll the user makes. All damage dice from a single attack is affected by one charge each time. • Charges are also automatically reduced by 1 each time the user takes at least 10 + Level damage from a single attack. Damage that exceeds 10 affects user normally by the overlapping amount. • Black pleather. Knobs. Looks really cool. WEAK or YOUNG HERO: STRENGTH FLAWS Pathetic Effort: -1 Attack rolls per odd level; any Attack roll or Strength check result of 1 the user makes cause them to become Fatigued Unbeatable Hardness: -2 Damage dealt per level when attacking objects or anything with Hardness, Resistance, or Reduction to damage Feeble: -2 Melee Damage dealt per level and -1 Strength checks per level CLUMSY or SLOW HERO: DEXTERITY FLAWS Two Left Feet: -2 Initiative per level and -1 Dexterity checks per level Fumble: Both -1 Reflex save and -1 Defense Penalty per odd level (total: Reflex save does not advance); any Reflex save or Dexterity check roll of 1 the user makes causes them to drop any held items, or fall prone if no item is held Decreased Speed: -5 feet (1 space) movement speed per level FRAGILE or OLD HERO: CONSTITUTION FLAWS Damage Weakness: +1 Physical Damage dealt to user per level in any round in which they receive more Physical damage than their Level. Pain Weakness: In any round that the character receives more damage than their Level, all attack rolls, saves, and checks they make until the end of that round gets a -4 penalty. Breakable: -2 Fortitude save, and -1 Defense Penalty per even level; any Fortitude save or Physical (STR, DEX, CON) check result of a 1 the user makes deals 1 damage to them that can't be prevented. STUPID or A.D.D. HERO: INTELLIGENCE FLAWS Ramble: In any round in which the character talks, all allies that can hear the talking get -1 per level to their next check or attack roll in that round. This effect resets after the end of the round. Attempts to use Intelligence checks to gain knowledge or communicate always fail. Urge: -1 Intelligence check penalty per level. Once each encounter (or hour) when faced with a dangerous decision that might endanger allies or option to gamble presents itself, the character must make an Intelligence check against DC 10 or place allies in danger at the expense of personal gain or indulge in the gamble. Make It Worse: Once each round when the character fails any attack roll or skill check by a difference 5 or more, they get a -4 penalty to all other similar checks for the rest of that encounter or hour. This penalty is cumulative until an hour passes. Attempting further checks is regarded as a gamble for the Urge Flaw. COWARDLY or ALOOF HERO: WISDOM FLAWS Blame: Once each round when affected by any one targeted attack the character must redirect it to a nearby ally or innocent. Counterintuitive: -1 Will save and -1 Wisdom check penalty per level (total: Will save does not advance); any d20 roll of a 1 forces the user to make as much movement as possible in to danger (obvious or not). Oblivious Loner: -1 Spot, Listen, and Search check penalty per level, worsens to -2 per level when no ally is in sight. Also stacks with Counterintuitive penalties. Attempts to use Wisdom checks to locate allies always fail unless the allies are obviously visible in well-lit areas, tell or touch the character directly, or remain in line of effect after being located. AUTISTIC or RUDE HERO: CHARISMA FLAWS Social Blunder: -1 Charisma check penalty per level; any social check (various skills among Charisma, Wisdom, and Intelligence) result of 1 causes the opposite desired effect or a harmful yet similar result. Unstoppable Insult: When the character talks to NPCs in any encounter, the NPC starting reaction is one step more hostile than normal and the character is targeted first by any attacks even if more dangerous allies are near. This effect resets each day that passes without the character interacting with the NPC, unless the NPC holds a grudge or was attacked in any way. Signal To Noise, or "Hurpdurp": When attempting to communicate information to allies or NPCs, once each round an important fact, sentence, key word, or statement is lost to the winds, misunderstood, or botched. The GM chooses which portion of speech is omitted without telling the player until the end of an encounter, or when results become obvious as by reaction. |