Proficiencies
Chess set, Air vehicle, land vehicle
Intimidating Mug
Opponents take one look at you and begin to rethink their approach. All enemies within 10 feet of you treat the area as difficult terrain.
Menacing Mug (boost). As an action, you double the range of intimidating mug for one minute (10 rounds).
Tier 2. The range increases to 20 feet, and you can use menacing mug twice before needing to finish a long rest.
Eidetic Memory
You remember nearly every- thing. You automatically pass any Intelligence checks to recall any information you have been exposed to.
Town Watch
If your character was born and raised in Camp Hope, you can choose this background instead of those listed in the Ultra Modern Redux rule book.
As a new recruit to the Town Watch, you were sent to the barracks for your training. Your life there was intentionally harsh to ensure that you learned discipline and were strong enough to enforce the law. You lasted to the end, and now you begin your adventuring career ready to put everything you have learned to use in the Town Watch's service. As a member of the Town Watch, your life is devoted to the service of others and consecrated to the work of establishing justice and peace on the streets of Camp Hope. You might be a true believer, inspired by the example of those within the upper ranks, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Town Watch parent, succumbed to the persuasion of a charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.
- Skill Proficiencies: Athletics, Intimidation
- Tool Proficiencies: One type of gaming set
- Languages: Choose one
- Equipment: Town Watch Insignia, an exercise manual, a set of common clothes, 2 credits.
- Rank 1 with the Town Watch. 1 Renown with the Town Watch.
Feature: Watchman Station
If your character was born and raised in Camp Hope, you can choose this background instead of those listed in the Ultra Modern Redux rule book.
As a new recruit to the Town Watch, you were sent to the barracks for your training. Your life there was intentionally harsh to ensure that you learned discipline and were strong enough to enforce the law. You lasted to the end, and now you begin your adventuring career ready to put everything you have learned to use in the Town Watch's service. As a member of the Town Watch, your life is devoted to the service of others and consecrated to the work of establishing justice and peace on the streets of Camp Hope. You might be a true believer, inspired by the example of those within the upper ranks, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Town Watch parent, succumbed to the persuasion of a charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.
- Skill Proficiencies: Athletics, Intimidation
- Tool Proficiencies: One type of gaming set
- Languages: Choose one
- Equipment: Town Watch Insignia, an exercise manual, a set of common clothes, 2 credits.
- Rank 1 with the Town Watch. 1 Renown with the Town Watch.
Town Watch Rank 1: Recruit
- Prerequisite: Renown 1 or higher in the Town Watch and Level 1
At this rank, you are seen as just entering the faction and are considered to be inexperienced.
- You gain access to the Barracks.
- You are given a watch insignia.
- You are paid 4 credits a month for your service in the watch.
Town Watch Rank 2: Officer
- Prerequisite: Renown 3 or higher in the Town Watch and Level 2 or higher.
At this rank, you gain some authority over lower-ranking watchmen. When you undertake a mission on the faction’s behalf that requires military strength, a squad of 1d4 watchmen accompanies and assists you for the duration of the mission. Use the following stat block for those watchmen:
- You gain access to private quarters in the lower level of the Barracks.
- Your monthly pay increases to 6 credits a month.
- Gain a contact from the contact table under the background section. You can choose if this contact is an ally or rival.
Town Watch Rank 2.1: Jail Officer
- Prerequisite: Renown 3 or higher in the Town Watch, Level 2 or higher and must be human or passing as human.
The Jail Officers are officers that aid in the prison. They book prisoners, maintain the prison grounds, ensure the prisoners are not escaping, perform prisoner interogations, and escort prisoners into the court when they are called to appear for trial.
- You gain access to the General Prison beneath the court house.
- Your monthly pay increases by 2 credit in addition to any other pay you are receiving.
Ladder: Juggernaut
Full Torque (1st lvl)
Beginning when you choose this ladder at 1st level, you can use Strength in place of Dexterity for all attack and damage rolls with ranged and thrown weapons and when setting save DCs. Alternately, when wielding two-handed small arms, heavy weapons, or super heavy weapons, you can use Constitution in place of Dexterity for all attack and damage rolls. Select either Constitution or Strength as your primary juggernaut ability.
Good Cardio (4th lvl)
At 4th level, you can increase one ability score of your choice by 1. You can’t increase an ability score above 20 using this feature except for your primary juggernaut ability, which has a maximum value of 22.
Additionally, your speed is not reduced when moving through difficult terrain, and you gain a bonus to your hit points this level equal to twice your primary juggernaut ability modifier (meaning triple if you selected Constitution).
Fighting Form: Strength
At 1st level, select either Dexterity or Strength as your ability for attack and damage rolls.
Strength
If you use Strength as your attack/damage ability, you gain the following abilities.
- You gain a +1 bonus to all melee damage rolls.
- You gain proficiency with all medium and heavy armor.
- You have advantage when attempting to shove a tar- get. A shoved creature is pushed 10 feet away instead of 5 feet.
Command Presence
For The Good Of The Team
Starting at 1st level, as an action, you can allow one ally within line of sight to take any action ordinarily available to her as a reaction to you or as an additional action on her next turn. Additionally, you can swap your initiative order with another ally once per round.
Editorial. The marshal selects an ally to take an action as a reaction to the marshal selecting them, OR the ally gains a second action on her next turn.
Boar’s Head
Spend 10 feet of movement to give an ally a 5-foot bonus to her speed until the beginning of your next turn. You can use boar’s head multiple times on your turn, but each ally cannot gain more than 5 feet of movement this way.
Pound for Pound
You are a superior fighter in all respects. If a creature moves away from you, even with the disengage action, you can use your reaction to move up to your speed with it.
Combo Chain
Starting at 1st level, you gain the ability to string fighting maneuvers together to unleash more powerful attacks. You always begin a battle on tier 1, inflicting 1d6 damage with unarmed attacks.
If on your turn, you score at least one melee hit, then at the beginning of your next turn, you advance to the next tier. You must have hit an enemy at least once during your turn to move up on your next turn and you can only advance your tier once per turn.
On tiers 2, 3, 4, or 5, after hitting a target, you can perform a finishing move. If you don’t perform a finishing move, the combo chain can continue.
When you perform a finishing move or fail to make an attack during your turn, you restart the combo chain at tier 1.
You must decide to perform a finishing move after a successful attack, and on the same turn as one. When you reach the maximum tier allowed by your level, you can sustain the chain and your damage dice for as long as you wish, but the moment you commit a finishing move, you revert back to tier 1. You can keep your chain while changing targets.
At 1st level, you can only string a combo chain to tier 3. This increases to tier 4th at 9th level, and tier 5 at 13th level.
Note. You can use melee weapons with combo chain but utilize the table’s damage die instead of the weapon’s. If you have an ability that increases the damage of your unarmed attack, your damage dice may change, but your tier does not.
| | FINISHING MOVES |
---|
Tier | Unarmed Damage | Finishing Moves |
1 | 1d6 | None |
2 | 1d8 | Bone Breaker, Circular Attack, Ground and Pound, Surging Punch |
3 | 1d0 | Counter, Soul Fist, Spinning Attack, Ranbu |
4 (9th level) | 1d12 | The Zone, Touch of Death, Drop Hammer, Xian |
5 (13th level) | 2d6 | Ultra, Falcon Punch, Sun-Goku-Satsu, Limit Break |
Tier 2 Circular Attack
You spin your leg around to catch another opponent.
After resolving damage from your last hit, make a single additional melee attack (at the same tier) against one other creature in reach (different than the one that escalated the combo chain) as part of the same action as the last hit. If you score a hit, you gain an additional identical attack this turn against a new creature different than the first and second (these attacks cannot trigger a finisher).
Tier 2 Surging Punch
You channel your willpower, focus your energy, and let out a roar. After resolving damage from your last hit, the target is pushed 5 feet and has disadvantage on its next skill check or attack roll until the end of its next turn (the creature must be your size or smaller).
Tier 2 Ground & Pound
After resolving damage from your last hit, you use your agility and strength to knock the target prone (the creature must be your size or smaller). You can then either use a Disengage action or have advantage on your next attack against the target.
Tier 2 Bone Breaker
You exert pressure on a limb and hear a crack. Double both your damage dice and ability modifier to your last hit
Tier 3 Soul Fist
Your enemy doesn’t know it yet, but it’s about to have an awful day.
After resolving your last hit, you can disengage from the target.
Additionally, the target you hit last suffers additional damage equal to your attack ability score at the beginning of its next turn.
Tier 3 Spinning Attack
Like a hurricane, either you spin in the air, or your enemy does—either way, someone’s getting hurt. After resolving damage from your last hit, make a melee attack at this tier to each enemy within ten feet of you. If you miss, the creature still suffers your ability modifier damage; if hit, the target is knocked prone. These attacks cannot trigger a finisher.
Tier 3 Counter
You assume a defensive stance. After resolving damage from your last hit, you gain a +2 bonus to AC for one minute (ten rounds) or until you move. If a creature hits you, you can use a reaction to make a melee attack against the triggering enemy.
Tier 3 Ranbu
Double your last hit’s regular damage dice and make additional melee attacks at this tier against the same creature until you miss twice or hit four times. These attacks cannot trigger a finisher.
The buzz baton is a non-collapsible truncheon with a point capable of emanating a powerful electric shock. Basic damage is bludgeoning. As part of a hit, you can use a cell charge and either inflict +2 lightning damage or replace the entire bludgeoning damage with lightning damage. This is an uncommon item.
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