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Saturday, 25 December 2021

5e D&D: Achtung! Cthulu

All PCs are Human (standard or variant), standard attribute rules. Point Buy or roll best 3 of 4d6 assigned in order SDCIWC and optionally replace any one roll with a 15.

Multiclassing (see below) and Feats are permitted.

Start level: 3, 900 XP.

Armour Proficiency  Unarmoured Base AC

NONE                            10+DEX

LIGHT                           11+DEX

MEDIUM                      12+DEX

HEAVY                          13+DEX

Helmet: light armour, when worn gives +2 to DEX saves vs area attacks.

Steel Jack: heavy armour, AC 17, STR 15, +2 to DEX saves vs area attacks.

Soldaten: AC 14 HP 13 (2d8+4) STR 13 DEX 12 CON 14 INT 10 WIS 10 CH 10 Weapon: M98 Mauser ATT +3 Dam 2d10+1

Leutnant: AC 14 HP 13 (2d8+4) STR 13 DEX 13 CON 14 INT 12 WI 12 CH 13 Weapon: Luger ATT +3 Dam 2d6+1. Intimidate +3 Survival +3 History +3

Sonnenrad Sturmsoldaten: AC 17 (Steel jack, helmet, gas mask) HP 16 (3d8+3) STR 15 DEX 14 CON 13 IN 10 WIS 12 CH 11 SKILLS: PERCEPTION +3 WEAPON: mp-41 SMG att +4 dam 2d6+2, or sturmgewehr-44 assault rifle att+4 dam 2d8+2. Intimidate +2

Starting Classes Available

Rogue (any)

Fighter (any)

Monk (any)

Warlock (Great Old One)

Wizard (any) - 1 level only for starting PC.

Weapons

Modern weapons ignore AC bonuses from archaic armours.

Machine pistol: 2d6 damage, automatic.

Assault rifle: 2d8 damage, automatic.

Heavy rifle: 2d10 damage

LMG: 2d10 damage, automatic.

Carbine: 2d8 damage

Grenade: 60' range, to hit AC 10, BLAST 20' radius, DEX save DC 15 or take 5d6 piercing damage. On a successful save either fall prone or take half damage.

Heavy pistol. eg .45: 2d8 damage

9mm or .38 pistol: 2d6 damage

Automatic weapon 3 round burst: Attack action, 1 target. If an attack hits, roll 1d3 for the number of bullets that hit. DEX mod applies only once. For a longer burst eg d6 or d10 the same rule applies, to a maximum of the weapon's fire rate - typically d10 for hand weapons, or d20 for the famous MG34 and MG42.

Automatic weapon area burst: As an attack, the firer shoots a 10+ round burst at a group of targets all within 15' (hand weapon) or 30' (mounted weapon). Up to 1 target per round fired. Roll a d6 for each target, on a roll of 4-6, roll a weapon attack vs that target. Cover bonuses apply normally.  No DEX mod applies to damage. After 3 long bursts a hand weapon must be reloaded.



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