Tanuki Tales
2010-11-04, 01:16 PM
Well, once again I'm looking for some Homebrew since I have little to no real skill with doing this myself. And I'd like to thank in advance those who gave their input on my last request thread even though a finished product was never made; though most of the ideas were very nice and some helpful for other things.
This time around I'm definitely trying to replicate an existing character's archetype/abilities for a d20 setting, the subject in question being Father Alexander Anderson and Heinkel Wolfe from the popular (and finished) manga series Hellsing.
For those unaware of the series, Alexander and Heinkel are augmented human beings referred to as Regenerators. They possess physical capabilities that put them on the same ground as (if not superior to the average most) vampires and a sheer durability and penchant for recuperation that allows them to shrug off automatic fire from trained soldiers like they were spit balls. They don't possess true Regeneration since Alexander did suffer the loss of function of both of his arms later in the series and did not quickly recuperate from those wounds under his own power.
Edit: Updated 11/23/10
This is the current version of the polished template I devised:
Regenerator Agent
"The Vatican...Section XIII, The Specialized Secret Agency Iscariot is on the move!"
"Iscariot, Section XIII...The Catholic Hit Squad? How many agents?"
"They've only dispatched one person!! Father Alexander Anderson, The Paladin!!"
- Personal Aide and Sir Integra Hellsing
"In anticipation of this development, I took the liberty of putting two of our combat units on standby."
"Excellent Walter. Gear Type?"
"Heavy. There's a chance they may encounter this Father Anderson fellow."
- Walter Dornez and Sir Integra Hellsing
"To attack a vampire at night head first without even trying to catch me off guard...You're a brave man Father. However, you are also a fool."
- Alucard
"A Regenerator..."
"That's right, it is a technology that we humans created to fight against monsters like you."
- Alucard and Father Alexander Anderson
"An artificially, bio-engineered Regenerator Agent; And they've upgraded your healing. You're a thing."
- Sir Integra Fairbrook Wingates Hellsing
Since it first evolved Mankind has been at never ending odds against the inhuman, supernatural monstrosities that shared the same world with it. For countless ages humanity has had to train itself to its pinnacle in a vain attempt to keep at bay the incredibly powerful forces of darkness that plague it. Rarely have these individuals been more than an annoyance, more times than not dying in an attempt to be the hero and slay the beast. Many have been the horrors that found amusement in this perceived rebellion, feasting on so-called "heroes" before returning to their rampage unchecked.
But with the advent of the Modern Age, humanity has taken the world back from the darkness. The invention of gunpowder, chemical warfare and great machines have let the frail humans strike back with far more force than they ever had before. The horrors were beaten back to their lairs and worlds, no longer free reigning kings of the Earth. Though still they are forces of power, able even to slaughter countless innocents before being taken down by the empowered humans who stand against them (if this even occurs; for rarely are all endings happy).
This still was not enough for some agencies deep inside the breast of humanity. Utilizing the newly developing sciences of nanotechnology, biological engineering and the like, they have embarked on a quest to forge themselves super soldiers who can stand before the monster and subdue it as an equal. Unlike the fabled ruinous quest of King Arthur their grail was found.
Thus was born The Regenerator Agent, a humanoid warrior who even at their weakest is far above the human norm. These durable, sometimes almost unkillable, troopers exterminate that which goes bump in the night, bringing the fear long wielded by the supernatural to the black hearts and dark souls of their tormentors.
Creating a Regenerator Agent
"Regenerator Agent" is an acquired template that can be added to any medium-sized humanoid (referred hereafter as the base creature).
A Regenerator Agent uses all the the base creature's statistics and special abilities except as noted here.
Size and Type: The base creature's type remains unchanged.
HD: Same as the base creature. The base creature's hit points are modified because of its improved constitution score.
Speed: The base creature gains a +10 improvement to its land movement speed.
Armor Class: Same as the base creature.
Attack: Same as the base creature.
Damage: Same as the base creature.
Special Attacks: Same as the base creature.
Special Qualities: A Regenerator Agent retains all special qualities of the base creature and gains those described below.
Ageless (Ex): A Regenerator Agent has a body that seems to weather the years pristinely. A Regenerator Agent no longer accrues benefits or penalties for aging. They physically age one year for every fifty years that pass and use this modified rate when they are the subject to magical aging. (For example: If a Regenerator Agent is subject to a spell or effect that causes the subject to age 100 years they instead age only 2.) A Regenerator Agent still dies of old age when their lengthened time is up.
No Escape (Ex): A Regenerator Agent is incredibly fleet of foot and can pursue their quarry no matter what. A Regenerator Agent can take part of one of their move actions to traverse a wall or other relatively smooth vertical surface if they begin and end their move on a horizontal surface. The height they can achieve on the wall is limited only by this movement restriction. If they do not end their move on a horizontal surface, they fall prone, taking falling damage as appropriate for their distance above the ground. Treat the wall as a normal floor for the purpose of measuring their movement. Passing from floor to wall or wall to floor costs no movement; they can change surfaces freely. Opponents on the ground can make attacks of opportunity as they move up the wall. They can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows them to make an attack from the wall against a foe standing on the ground who is within the area they threaten; however, if they are somehow prevented from completing their move, they fall. Likewise, they could tumble along the wall to avoid attacks of opportunity.
Signature Wound (Ex): Regenerator Agents are rarely lifted up from weak stock. Significant injuries and scarring (such as a severed limb or a gunshot wound to the cheek) become a permanent feature of a Regenerator Agent once they go through the process. These wounds can not be healed through any natural or mystical means short of a Wish or Miracle spell and even then there's a 50% chance that the wound will resurface the next time that area is damaged and heals. A Regenerator Agent's Signature Wound can be hidden by mundane or mystical means as normal.
Sixth Sense (Su): A Regenerator Agent has an innate feeling that leads them against their supernatural foes. If a Regenerator Agent comes with in 30 miles per HD of a being of Supernatural power (definition as such up to the GM), they are filled with a sensation of unease. This feeling lasts for one minute after the being that triggered the response leaves the presence of the Regenerator Agent. It can be blocked by five solid feet of interceding rock or one solid foot of interceding metal. The Regenerator Agent can feel the general strength and direction of a specific Supernatural Aura but no further information. A Regenerator Agent may spend 10 minutes to further pinpoint a specific aura, cutting the range of this sense in half. A Regenerator Agent must travel this distance before attempting to pinpoint the aura again (though this distance can not be reduced to under 100 feet). A Regenerator Agent may surpress or resume this ability as a free action (though when resumed the sense starts at the maximum range).
Unkillable (Ex): A Regenerator Agent is potent enough to take the blows of even the mightiest creatures. A Regenerator Agent gains damage reduction with no vulnerabilities and Fast Healing equal to their constitution modifier. For example a Regenerator Agent with a Constitution score of 20 would have DR 5/- and Fast Healing 5.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Con +6, Wis +4.
Skills: Same as the base creature.
Feats: Same as the base creature.
Environment: Any, usually same as base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +3.
Treasure: Double Standard
Alignment: Any.
Advancement: By Character Class.
Level Adjustment: +4
[b]Feats
Feats with the Regenerator tag (ex. [Regenerator]) may only be taken by those who have the Regenerator Agent template applied. These feats count as bonus feats for Fighters and those of the Tough or Strong Hero base classes.
Rapid Healing [Regenerator]
Prerequisites: Character level 6th.
Benefits: A Regenerator Agent with this feat has Fast Healing equal to twice their Constitution modifier.
Normal: A Regenerator Agent has Fast Healing equal to their Constitution Modifier
Weather the Blow [Regenerator]
Benefits: A Regenerator Agent with this feat has Damage Reduction equal to one and a half times their Constitution modifier. Their Damage Reduction is now by-passable by one physical source (Cold Iron, Adamantine, Silver, Magic, Good, Evil or any other physical source [such as wood or gold] up to GM discretion and approval).
Normal: A Regenerator Agent has Damage Reduction equal to their Constitution Modifier that can not be bypassed.
Special: This feat can only be taken once and its effect is based off of the Regenerator Agent's Constitution modifier at the time the feat is taken. If a Regenerator Agent's Constitution modifier increases after this feat is taken they do not gain the 1.5 times benefit only the normal benefit the template grants. (For example: A Regenerator Agent with a Constituion Score of 18 takes this feat. Their Damage Reduction changes from DR 4/- to DR 6/Silver. The Regenerator Agent then has their Constitution Score increased at a later time to 22. Their Damage Reduction increases to DR 8/Silver, not DR 9/Silver.)
On the job training [Regenerator]
Benefits: When a Regenerator Agent takes this feat they must choose either Tough Hero or Strong Hero. For every 5 HD they possess they gain a talent from the base class that they originally chose when taking this feat.
Enhanced Sixth Sense [Regenerator]
Prerequisites: Character level 4th.
Benefits: At the beginning of each day (24 hour period) a Regenerator Agent who has taken this feat may choose to sacrifice their Sixth Sense ability for the day to replace it with the Enhanced Sixth Sense ability.
Enhanced Sixth Sense functions as Sixth Sense with the following changes:
- The range is changed from 30 miles per HD to 100 feet per HD.
- The Regenerator Agent knows whether any subject that is activating its Enhanced Sixth Sense ability is living or non-living.
- When the Regenerator Agent is within 100 feet of a subject that is activating its Enhanced Sixth Sense ability they automatically know the subjects type (if it possesses one).
- When the Regenerator Agent is within 50 feet of a subject that is activating its Enhanced Sixth Sense ability they automatically know how many HD the subject possesses (as long as the subject's HD are no more than twice the Regenerator Agent's).
Weapon of Humanity [Regenerator]
Prerequisites: Character level 10th.
Benefits: At the beginning of each day (24 hour period) a Regenerator Agent who has taken this feat may choose to sacrifice their Sixth Sense ability for the day to replace it with the Weapon of Humanity ability.
Weapon of Humanity (Su): A weapon in the hands of a Regenerator Agent becomes one most potent to those who threaten the innocent. Any weapons wielded by a Regenerator Agent is treated as if it has the Bane and Vicious weapon properties. These abilities only function against Supernatural entities.
This time around I'm definitely trying to replicate an existing character's archetype/abilities for a d20 setting, the subject in question being Father Alexander Anderson and Heinkel Wolfe from the popular (and finished) manga series Hellsing.
For those unaware of the series, Alexander and Heinkel are augmented human beings referred to as Regenerators. They possess physical capabilities that put them on the same ground as (if not superior to the average most) vampires and a sheer durability and penchant for recuperation that allows them to shrug off automatic fire from trained soldiers like they were spit balls. They don't possess true Regeneration since Alexander did suffer the loss of function of both of his arms later in the series and did not quickly recuperate from those wounds under his own power.
Edit: Updated 11/23/10
This is the current version of the polished template I devised:
Regenerator Agent
"The Vatican...Section XIII, The Specialized Secret Agency Iscariot is on the move!"
"Iscariot, Section XIII...The Catholic Hit Squad? How many agents?"
"They've only dispatched one person!! Father Alexander Anderson, The Paladin!!"
- Personal Aide and Sir Integra Hellsing
"In anticipation of this development, I took the liberty of putting two of our combat units on standby."
"Excellent Walter. Gear Type?"
"Heavy. There's a chance they may encounter this Father Anderson fellow."
- Walter Dornez and Sir Integra Hellsing
"To attack a vampire at night head first without even trying to catch me off guard...You're a brave man Father. However, you are also a fool."
- Alucard
"A Regenerator..."
"That's right, it is a technology that we humans created to fight against monsters like you."
- Alucard and Father Alexander Anderson
"An artificially, bio-engineered Regenerator Agent; And they've upgraded your healing. You're a thing."
- Sir Integra Fairbrook Wingates Hellsing
Since it first evolved Mankind has been at never ending odds against the inhuman, supernatural monstrosities that shared the same world with it. For countless ages humanity has had to train itself to its pinnacle in a vain attempt to keep at bay the incredibly powerful forces of darkness that plague it. Rarely have these individuals been more than an annoyance, more times than not dying in an attempt to be the hero and slay the beast. Many have been the horrors that found amusement in this perceived rebellion, feasting on so-called "heroes" before returning to their rampage unchecked.
But with the advent of the Modern Age, humanity has taken the world back from the darkness. The invention of gunpowder, chemical warfare and great machines have let the frail humans strike back with far more force than they ever had before. The horrors were beaten back to their lairs and worlds, no longer free reigning kings of the Earth. Though still they are forces of power, able even to slaughter countless innocents before being taken down by the empowered humans who stand against them (if this even occurs; for rarely are all endings happy).
This still was not enough for some agencies deep inside the breast of humanity. Utilizing the newly developing sciences of nanotechnology, biological engineering and the like, they have embarked on a quest to forge themselves super soldiers who can stand before the monster and subdue it as an equal. Unlike the fabled ruinous quest of King Arthur their grail was found.
Thus was born The Regenerator Agent, a humanoid warrior who even at their weakest is far above the human norm. These durable, sometimes almost unkillable, troopers exterminate that which goes bump in the night, bringing the fear long wielded by the supernatural to the black hearts and dark souls of their tormentors.
Creating a Regenerator Agent
"Regenerator Agent" is an acquired template that can be added to any medium-sized humanoid (referred hereafter as the base creature).
A Regenerator Agent uses all the the base creature's statistics and special abilities except as noted here.
Size and Type: The base creature's type remains unchanged.
HD: Same as the base creature. The base creature's hit points are modified because of its improved constitution score.
Speed: The base creature gains a +10 improvement to its land movement speed.
Armor Class: Same as the base creature.
Attack: Same as the base creature.
Damage: Same as the base creature.
Special Attacks: Same as the base creature.
Special Qualities: A Regenerator Agent retains all special qualities of the base creature and gains those described below.
Ageless (Ex): A Regenerator Agent has a body that seems to weather the years pristinely. A Regenerator Agent no longer accrues benefits or penalties for aging. They physically age one year for every fifty years that pass and use this modified rate when they are the subject to magical aging. (For example: If a Regenerator Agent is subject to a spell or effect that causes the subject to age 100 years they instead age only 2.) A Regenerator Agent still dies of old age when their lengthened time is up.
No Escape (Ex): A Regenerator Agent is incredibly fleet of foot and can pursue their quarry no matter what. A Regenerator Agent can take part of one of their move actions to traverse a wall or other relatively smooth vertical surface if they begin and end their move on a horizontal surface. The height they can achieve on the wall is limited only by this movement restriction. If they do not end their move on a horizontal surface, they fall prone, taking falling damage as appropriate for their distance above the ground. Treat the wall as a normal floor for the purpose of measuring their movement. Passing from floor to wall or wall to floor costs no movement; they can change surfaces freely. Opponents on the ground can make attacks of opportunity as they move up the wall. They can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows them to make an attack from the wall against a foe standing on the ground who is within the area they threaten; however, if they are somehow prevented from completing their move, they fall. Likewise, they could tumble along the wall to avoid attacks of opportunity.
Signature Wound (Ex): Regenerator Agents are rarely lifted up from weak stock. Significant injuries and scarring (such as a severed limb or a gunshot wound to the cheek) become a permanent feature of a Regenerator Agent once they go through the process. These wounds can not be healed through any natural or mystical means short of a Wish or Miracle spell and even then there's a 50% chance that the wound will resurface the next time that area is damaged and heals. A Regenerator Agent's Signature Wound can be hidden by mundane or mystical means as normal.
Sixth Sense (Su): A Regenerator Agent has an innate feeling that leads them against their supernatural foes. If a Regenerator Agent comes with in 30 miles per HD of a being of Supernatural power (definition as such up to the GM), they are filled with a sensation of unease. This feeling lasts for one minute after the being that triggered the response leaves the presence of the Regenerator Agent. It can be blocked by five solid feet of interceding rock or one solid foot of interceding metal. The Regenerator Agent can feel the general strength and direction of a specific Supernatural Aura but no further information. A Regenerator Agent may spend 10 minutes to further pinpoint a specific aura, cutting the range of this sense in half. A Regenerator Agent must travel this distance before attempting to pinpoint the aura again (though this distance can not be reduced to under 100 feet). A Regenerator Agent may surpress or resume this ability as a free action (though when resumed the sense starts at the maximum range).
Unkillable (Ex): A Regenerator Agent is potent enough to take the blows of even the mightiest creatures. A Regenerator Agent gains damage reduction with no vulnerabilities and Fast Healing equal to their constitution modifier. For example a Regenerator Agent with a Constitution score of 20 would have DR 5/- and Fast Healing 5.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Con +6, Wis +4.
Skills: Same as the base creature.
Feats: Same as the base creature.
Environment: Any, usually same as base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +3.
Treasure: Double Standard
Alignment: Any.
Advancement: By Character Class.
Level Adjustment: +4
[b]Feats
Feats with the Regenerator tag (ex. [Regenerator]) may only be taken by those who have the Regenerator Agent template applied. These feats count as bonus feats for Fighters and those of the Tough or Strong Hero base classes.
Rapid Healing [Regenerator]
Prerequisites: Character level 6th.
Benefits: A Regenerator Agent with this feat has Fast Healing equal to twice their Constitution modifier.
Normal: A Regenerator Agent has Fast Healing equal to their Constitution Modifier
Weather the Blow [Regenerator]
Benefits: A Regenerator Agent with this feat has Damage Reduction equal to one and a half times their Constitution modifier. Their Damage Reduction is now by-passable by one physical source (Cold Iron, Adamantine, Silver, Magic, Good, Evil or any other physical source [such as wood or gold] up to GM discretion and approval).
Normal: A Regenerator Agent has Damage Reduction equal to their Constitution Modifier that can not be bypassed.
Special: This feat can only be taken once and its effect is based off of the Regenerator Agent's Constitution modifier at the time the feat is taken. If a Regenerator Agent's Constitution modifier increases after this feat is taken they do not gain the 1.5 times benefit only the normal benefit the template grants. (For example: A Regenerator Agent with a Constituion Score of 18 takes this feat. Their Damage Reduction changes from DR 4/- to DR 6/Silver. The Regenerator Agent then has their Constitution Score increased at a later time to 22. Their Damage Reduction increases to DR 8/Silver, not DR 9/Silver.)
On the job training [Regenerator]
Benefits: When a Regenerator Agent takes this feat they must choose either Tough Hero or Strong Hero. For every 5 HD they possess they gain a talent from the base class that they originally chose when taking this feat.
Enhanced Sixth Sense [Regenerator]
Prerequisites: Character level 4th.
Benefits: At the beginning of each day (24 hour period) a Regenerator Agent who has taken this feat may choose to sacrifice their Sixth Sense ability for the day to replace it with the Enhanced Sixth Sense ability.
Enhanced Sixth Sense functions as Sixth Sense with the following changes:
- The range is changed from 30 miles per HD to 100 feet per HD.
- The Regenerator Agent knows whether any subject that is activating its Enhanced Sixth Sense ability is living or non-living.
- When the Regenerator Agent is within 100 feet of a subject that is activating its Enhanced Sixth Sense ability they automatically know the subjects type (if it possesses one).
- When the Regenerator Agent is within 50 feet of a subject that is activating its Enhanced Sixth Sense ability they automatically know how many HD the subject possesses (as long as the subject's HD are no more than twice the Regenerator Agent's).
Weapon of Humanity [Regenerator]
Prerequisites: Character level 10th.
Benefits: At the beginning of each day (24 hour period) a Regenerator Agent who has taken this feat may choose to sacrifice their Sixth Sense ability for the day to replace it with the Weapon of Humanity ability.
Weapon of Humanity (Su): A weapon in the hands of a Regenerator Agent becomes one most potent to those who threaten the innocent. Any weapons wielded by a Regenerator Agent is treated as if it has the Bane and Vicious weapon properties. These abilities only function against Supernatural entities.