d20 Dark Quest Teams Hit Squad.pdf

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TEAMS: HIT SQUAD
Author/
Fraser Ronald
Developer/
Neal Levin
Editor/
Joanna G. Hurley
Artist/
Gillian Pearce
Graphic Artist/
Deborah Balsam
www.darkquest.com
www.swordsedgepublishing.ca
OPEN GAME CONTENT & COPYRIGHT INFORMATION
Teams: Hit Squad. Copyright 2006 Dark Quest, LLC and Sword’s Edge Publishing.
All rights reserved. Reproduction of the product without permission of the publisher is
expressely forbidden. Teams: SAS is presented under the d20 Licence. All textual material is
designated as Open Game Content. All artwork herein is copyrighted Dark Quest, LLC. “d20
System” and the d20 System Logo are trademarks owned by Wizards of the Coast and are
used under the terms of the d20 license.
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Each character is listed in a standard statblock.
Along with rules dependent information, each
listing includes some fl avor and tactics information.
Possessions: This includes the weapons and
equipment the character regularly carries or uses.
Depending upon the mission, target, or locale, this
basic equipment may vary. The equipment and
weapons are listed as they are presented in the d20
Modern Roleplaying Game.
Personality: This is a general description of the
character and how the character may seem to those
around him.
Aptitude: This includes areas of interest or skills
for which the character has garnered a reputation.
This includes no mechanical benefi ts, but is used to
help to round-out and differentiate the character.
Failing: This includes bad habits, past mistakes,
or any other fl aws that might create problems for
the character. This includes no mechanical penalties,
but is used to help to round-out and differentiate
the character.
Goal: To what does the character strive?
Motivation: What drives the character?
Tactics, standard: A general overview of the
character’s combat tactics.
Tactics, long-range: Specifi c tactics when making
ranged attacks against opponents or targets at more
than fi ve range increments.
Tactics, short-range: Specifi c tactics when
making ranged attacks against opponents or targets
at fi ve or less range increments.
Tactics, melee: Specifi c tactics when making
melee attacks.
Quotes: Quips the character might make.
These are tag lines that might help to identify the
character.
THE HIT TEAM
There are those who derive a livelihood by building,
creating, and adding to the world. The Hit Squad
makes its money destroying, killing, and removing
people from the world. Pay their price, and they’ll
kill for you. They won’t ask why, they won’t expect
you to shed a tear in mourning for the passing of the
victim. Professor will take the payment—wired to his
Cayman Islands account—and the next day or the
next week you will read about the intended target’s
demise. Depending on the importance of the target,
the newspaper article will go into lavish detail about
the killing or will merely make a passing reference
to it. Whatever the case, the Hit Squad will have your
money and you will have had your killing.
The Hit Squad can be used in various campaigns
and their purpose and patron can vary. They may
appear as opponents for the player characters.
However, the Hit Squad or its various members may
also appear in a way connected to the adventure
but not necessarily in opposition to the PCs. For
example, in an espionage campaign, the Hit Squad
might be Department 7’s cleaner unit, sent to clean
up messy entanglements. The Squad might be the
Agency’s muscle, so that the PCs do the investigation
and then in comes the Hit Squad to make the arrest,
capture, or whatever. In a military campaign, the Hit
Squad could be a Black Operations unit, involved in
deniable missions. Their paths may cross with the
PCs, sometimes working in cooperation, other times
working at cross purposes. The existence and the
patron of the Hit Squad may come to be a focus for
investigation.
While Professor is the “leader” of the Squad, he
is not their patron. If the Squad is a criminal gang,
they will be attached to some powerful crime
family or gang. Professor will, of course, be making
plans to supplant this patron. If the Hit Squad is a
government black op team, Professor may not even
know the identity of their patron. He will still be
making profi table plans for betrayal, however.
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won’t be waiting to be rescued, though; she will be
trying anything to extricate herself and the Squad
out of whatever predicament they might be in, or she
will be deeply involved in someone else’s plan. She
doesn’t like to stand around.
Failing: Along with her unbridled optimism, Fat
Lip has a blind spot for danger. Even if she knew there
was a trap, she’d wander into it just for the action.
This places herself and her teammates in danger. She
ignores all warnings and even—it seems—common
sense. She just doesn’t register danger.
Goal: Fat Lip’s only real goal is to live and enjoy life.
She intends to improve her craft, to fi ght better, but
this is almost incidental. She fl oats through life like a
feather, with neither plans nor regrets. In essence, Fat
Lip lives to live, and live well.
Motivation: At a young age, Fat Lip wanted to
learn to be a fi ghter like Jackie Chan. She may not
have the moves, but she does her own stunts. She
fi ghts, she lives, and she eats, drinks, and is merry. The
consequences and context of her actions are lost on
her. Though she has a conscience, she would never
act in such a way as to press upon it, and so she lives
free.
Tactics, standard: Fat Lip gets in and messes it up.
She goes for melee as quickly as possible. She’ll go for
the toughest hand-to-hand combatant
in order to test her mettle. She never
fi ghts defensively and always uses a
full attack when engaged in melee.
Tactics, long-range: Fat Lip
charges into melee. She will run
at top speed to get into fi sticuffs
range. If absolutely necessary, in
order to help a comrade, she
might fi re a gun, but it would
have to be a pretty desperate
situation, and someone would
need to loan her a gun.
Tactics, short-range: Fat Lip
is still running to get into melee.
Ranged combat just isn’t her thing.
She might throw a chair or a beer pitcher.
Tactics, melee: Fat Lip will attack the biggest,
baddest looking bruiser of the lot. She’ll make a full
Strong Hero 3/Martial Artists 3; CR 6; HD 3d8+3
plus 3d8+3; hp 37; Mas 14; Init +2; Spd 30 ft.; Def
16, touch 16, fl at-footed 14; BAB +6/+1; Grp +8; Atk
+9/+4 melee (1d6+3, martial arts) or +8 ranged (1d6,
improvised weapon); FS 5 ft. by 5 ft.; AL the Squad; AP
3; Rep +0; SV Fort +3, Ref +4, Will +2; Str 16, Dex 14,
Con 13, Int 8, Wis 12, Cha 10.
Skills: Disable Device +3, Jump +7, Move Silently
+5, Tumble +7.
Feats: Combat Martial Arts, Combat Refl exes,
Combat Throw, Defensive Martial Arts, Improved
Combat Martial Arts, Personal Firearms Profi ciency,
Simple Weapons Profi ciency.
Talents (Strong Hero): Melee Smash, Improved
Melee Smash.
Class Features (Martial Artist): Flying Kick, Living
Weapon (1d6).
Occ: Criminal (Disable Device, Move Silently).
Possessions: casual clothing, cell phone, fl ashlight,
lockpicks, night vision goggles, PDA, professional
walkie-talkie, zip-tie handcuffs (25).
Personality: Fat Lip is always moving.
She doesn’t like sitting down and she
doesn’t like stillness. Rather than
the stereotypical martial artist
meditating in a tranquil temple
or beside a quiet stream, Fat Lip
loves big cities with lots of hustle.
She rarely visits restaurants
or bars because that’s sitting
around in one place for too long.
She’d rather buy a hot dog from
a street vendor and chomp on
it while walking along, chatting
to whomever she might be
hanging with.
Aptitude: Fat Lip always has a smile
on her face. Nothing seems to disturb her quiet
optimism. No matter how black and dire the situation,
Fat Lip fi gures rescue is right around the corner. She
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attack. If she had to run into combat, she’ll charge into
melee and do a Flying Kick (as per the Martial Artist
class feature). After that, it’s kicking and punching the
enemy into submission. Once an enemy goes down,
she’ll move on to the next. She’ll be looking out
for her comrades, like Smoke or Tiny, who aren’t so
melee oriented. She’ll put herself at risk to give them
an avenue of escape.
Hook: If one of the player characters is a martial
artist, there’s a chance the character will know Fat
Lip. She isn’t famous, but she gets around. She used
to tour the underground fi ghting circuit around
the world. She’s been beaten up and laid down the
hammer in some of the seediest establishments in
the world. A martial artist PC may also run into Fat
Lip at the school of a famous or infamous teacher.
With no single, formal teacher, Fat Lip likes to fi nd out
who’s around and what they know.
Outside of underground fi ghts and mysterious
martial arts senseis, Fat Lip is also likely to be found
anywhere that’s crowded and rocking. She’d certainly
go to a dance club or an outdoor party, or anyplace
with lots of action. And if something hit the fan at
such a place, Fat Lip would jump right in and lend a
hand, especially if it meant kicking some butt.
Quotes: “Everybody was kung-fu fi ghting. This
chick is fast as lightning.”
“This is boring. Let’s do something.”
“I am going to seriously mess you up. Seriously. But
in a fun, light-hearted way.”
+16, Craft (electronic) +9, Craft (mechanical) +7, Craft
(pharmaceutical) +8, Decipher Script +8, Diplomacy
+7, Disable Device +8, Disguise +8, Escape Artist
+7, Forgery +8, Hide +8, Gather Information +7,
Knowledge (behavioral sciences) +8, Knowledge
(business) +6, Knowledge (civics) +6, Knowledge
(current events) +7, Knowledge (earth and life
sciences) +10, Knowledge (physical sciences) +8,
Knowledge (streetwise) +5, Move Silently +8, Read/
Write Language (English, French, German, Russian),
Repair +8, Research +8,
Search +8, Speak Language (English, French,
German, Russian), Spot +6.
Feats: Builder (chemical, electronic) Combat
Expertise, Deceptive, Dodge, Great Fortitude, Personal
Firearms Profi ciency, Point Blank Shot, Simple
Weapons Profi ciency.
Talents (Smart Hero): Savant (Craft [chemical]).
Talents (Charismatic Hero): Fast-talk.
Talents (Fast Hero): Evasion.
Class Features (Infi ltrator): Improvised
Implements, Sweep.
Occ: Technician (Computer Use, Craft [chemical],
Knowledge [earth and life sciences]).
Possessions: Glock 17 (removable suppressor)
in concealed carry hip holster, 4 Glock magazines,
retractable metal baton, casual clothing, cell phone,
fake ID (DC 25), fl ashlight, lock pick set, night vision
goggles, PDA, professional walkie-talkie.
Personality: Professor is all about himself. He cares
only for his own profi t, his own advancement, and
his own comfort. The Squad has proved an excellent
avenue to his desires, so he uses them. Fools that
they are, they trust him. He will continue to act as the
leader of the squad, and act as a loyal employee of
his patron until the time comes that one or the other
is inconvenient. At that point, depending on whether
they present a threat to Professor or not, he’ll either
leave them high and dry or he’ll leave them dead.
Aptitude: A master of chemistry, Professor’s hobby
is electronics of all sorts. He collects electronics
hobby periodicals and attends trade shows and
hobby gatherings. In this arena, Professor is his most
vulnerable emotionally, feeling open and almost
joyous. He always travels to these events alone and is
Smart Hero 2/Charismatic Hero 2/Fast Hero 2/
Infi ltrator 2; CR 8; HD 2d6-2 plus 2d6-2 plus 2d8-2
plus 2d8-2; hp 27; Mas 8; Init +2; Spd 30 ft.; Def 20,
touch 20, fl at-footed 18; BAB +4; Grp +4; Atk +4 melee
(1d6, baton) or +6 ranged (2d6, Glock); FS 5 ft. by 5 ft.;
AL himself, the Squad (a far second); AP 3; Rep +4; SV
Fort +1, Ref +7, Will +4; Str 10, Dex 14, Con 8, Int 16,
Wis 14, Cha 12.
Skills: Bluff +9, Computer Use +12, Craft (chemical)
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