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− | + | This conversion are the rules for playing a fantasy D&D5th edition game is a modified version of the '''Dragon Star''' setting. | |
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== BASIC HOUSERULES == | == BASIC HOUSERULES == | ||
− | '''Character Classes and Basic Rules''': classes and races from the '''''Player’s Handbook''''' 5th ed. (PHB) along with '''''Xanathar's Guide to Everything''''' (XGE), '''''Mordenkainen’s Tome of Foes''''' (MTF), '''''Volo’s Guide to Monsters''''' (VGM) the '''''Wayfinder’s Guide to Eberron''''' (WGE | + | '''Character Classes and Basic Rules''': classes and races from the '''''Player’s Handbook''''' 5th ed. (PHB) along with '''''Xanathar's Guide to Everything''''' (XGE), '''''Mordenkainen’s Tome of Foes''''' (MTF), '''''Volo’s Guide to Monsters''''' (VGM) and the '''''Wayfinder’s Guide to Eberron''''' (WGE). |
'''Resolve Points''': as Hero Points in the DMG pg. 264 but with a few new extra uses. | '''Resolve Points''': as Hero Points in the DMG pg. 264 but with a few new extra uses. | ||
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'''CHANGELING'''[https://www.pinterest.com/pin/36310340735640124/]</br> | '''CHANGELING'''[https://www.pinterest.com/pin/36310340735640124/]</br> | ||
− | '''Ability Score Increase''' and ''' | + | '''Ability Score Increase, Change Appearance, Changeling Instinct'''s and '''Unsettling Visage''' per WGE pg. 60</br> |
− | ''' | + | '''Divergent Persona''' (changed) instead gain one of the following proficiencies – Capital Ship Pilot, Computer Use, Culture, Drive, Gambling, Mechanic, Medicine, Nature, Performance, Physical Science, Pilot, Technology or Thievery. </br> |
'''Polyglot''': You pick up new languages in 30 days (instead of 90).</br> | '''Polyglot''': You pick up new languages in 30 days (instead of 90).</br> | ||
'''Slippery Mind''': You have advantage saving throws against the charmed condition.</br> | '''Slippery Mind''': You have advantage saving throws against the charmed condition.</br> | ||
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'''DRAGONBORN'''[https://www.pinterest.com/pin/11962755249797123/]</br> | '''DRAGONBORN'''[https://www.pinterest.com/pin/11962755249797123/]</br> | ||
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'''DWARF'''[https://www.pinterest.com/pin/134615476347363960/]</br> | '''DWARF'''[https://www.pinterest.com/pin/134615476347363960/]</br> | ||
'''Ability Score Increase, Darkvision, Dwarf Resilience''' and '''Stonecunning''' per PHB</br> | '''Ability Score Increase, Darkvision, Dwarf Resilience''' and '''Stonecunning''' per PHB</br> | ||
− | '''G-Adaption''': don’t suffer disadvantage to actions in high-g, gain advantage on saves verse high-g maneuver ( | + | '''G-Adaption''': don’t suffer disadvantage to actions in high-g, gain advantage on saves verse high-g maneuver (Environment, pg. 13-4) and advantage on any check to recognize gravity fluctuations.</br> |
'''Tool User''': gain proficiency in either Mechanics or Technology skill for free.</br> | '''Tool User''': gain proficiency in either Mechanics or Technology skill for free.</br> | ||
''Subraces'': '''Hill''' and '''Mountain Dwarf''' per PHB and</br> | ''Subraces'': '''Hill''' and '''Mountain Dwarf''' per PHB and</br> | ||
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:'''Primitive''': This works exactly like the Primitive limitation for Barbarians (see updated classes) including the limits on Backgrounds. | :'''Primitive''': This works exactly like the Primitive limitation for Barbarians (see updated classes) including the limits on Backgrounds. | ||
− | '''ELF'''[https:// | + | '''ELF'''[https://www.pinterest.com/pin/3940718412322768/]</br> |
'''Ability Score Increase, Darkvision, Keen Senses, Fey Ancestry''' and '''Trace''' per PHB</br> | '''Ability Score Increase, Darkvision, Keen Senses, Fey Ancestry''' and '''Trace''' per PHB</br> | ||
'''Nature’s Way''': start with proficiency in either Nature or Physical Science skill for free.</br> | '''Nature’s Way''': start with proficiency in either Nature or Physical Science skill for free.</br> | ||
− | '''Zero G Adaptive''': Zero-g is not difficult terrain for them nor does it cause disadvantage on ability checks or attack rolls. They also recover from tumbling with a normal ability check instead of at disadvantage (see | + | '''Zero G Adaptive''': Zero-g is not difficult terrain for them nor does it cause disadvantage on ability checks or attack rolls. They also recover from tumbling with a normal ability check instead of at disadvantage (see Environments).</br> |
''Subraces'': '''High, Wood''' and '''Drow''' elves as PHB and</br> | ''Subraces'': '''High, Wood''' and '''Drow''' elves as PHB and</br> | ||
'''''Avariel''''' (Winged Elves) | '''''Avariel''''' (Winged Elves) | ||
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:'''Languages''': you also speak, read and write in Aquan. | :'''Languages''': you also speak, read and write in Aquan. | ||
− | '''GITHZERAI''' (only subrace of Gith allowed)[https://www. | + | '''GITHZERAI''' (only subrace of Gith allowed)[https://www.pinterest.com/pin/40462096642325916/]</br> |
'''Ability Score Increase, Monastic Training''' and '''Githzerai Psionics''' per MTF pg. 96</br> | '''Ability Score Increase, Monastic Training''' and '''Githzerai Psionics''' per MTF pg. 96</br> | ||
'''Limited Telepathy''': the Gith can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. This costs no action or concentration. The mental link must be established while the target creature is within sight of the Gith but afterwards they can maintain it without sighting the target creature (so long as they are within the 30ft area). | '''Limited Telepathy''': the Gith can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. This costs no action or concentration. The mental link must be established while the target creature is within sight of the Gith but afterwards they can maintain it without sighting the target creature (so long as they are within the 30ft area). | ||
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'''HALF-ELF'''[https://www.pinterest.com/pin/21814379432685714/]</br> | '''HALF-ELF'''[https://www.pinterest.com/pin/21814379432685714/]</br> | ||
− | + | Per the PHB, no changes</br> | |
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− | '''HALF-ORC'''[https://www.pinterest.com/pin/ | + | '''HALF-ORC'''[https://www.pinterest.com/pin/5418462042611101/]</br> |
'''Ability Score Increase, Darkvision, Relentless Endurance''' and '''Savage Attack''' per PHB</br> | '''Ability Score Increase, Darkvision, Relentless Endurance''' and '''Savage Attack''' per PHB</br> | ||
'''Survivors''': gain proficiency with the Survivor skill for free.</br> | '''Survivors''': gain proficiency with the Survivor skill for free.</br> | ||
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'''SHIFTERS'''[https://www.pinterest.com/pin/1970393573299721/]</br> | '''SHIFTERS'''[https://www.pinterest.com/pin/1970393573299721/]</br> | ||
− | '''Darkvision''' and '''Shifting''' per WGE pg. 64-66 | + | '''Ability Score Increase, Darkvision, Keen Senses''' and '''Shifting''' per WGE pg. 64-66</br> |
− | + | '''Shifting''' (change): you can now use this trait a number of times before requiring a short or long rest equal to your Constitution modifier (minimum 1 time per rest).</br> | |
− | '''Shifting''' ( | + | '''Survivors''': Shifters were born on the frontier and gain proficiency in the Survival skill.</br> |
− | ''Subraces'': '''Beasthide, Longtooth, Swiftstride''' and '''Wildhunt''' from WGE pg. 66 | + | ''Subraces'': '''Beasthide, Longtooth, Swiftstride''' and '''Wildhunt''' from WGE pg. 66</br> |
'''TABAXI'''[https://www.pinterest.com/pin/3940718413854597/]</br> | '''TABAXI'''[https://www.pinterest.com/pin/3940718413854597/]</br> | ||
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'''Ability Score Increase, Darkvision, Hellish Resistance''' and '''Infernal Legacy''' per PHB</br> | '''Ability Score Increase, Darkvision, Hellish Resistance''' and '''Infernal Legacy''' per PHB</br> | ||
'''Infernal Study''': gain proficiency in the Arcana skill for free.</br> | '''Infernal Study''': gain proficiency in the Arcana skill for free.</br> | ||
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'''THRI-KREEN'''[https://www.pinterest.com/pin/18577417203468051/]</br> | '''THRI-KREEN'''[https://www.pinterest.com/pin/18577417203468051/]</br> | ||
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'''Languages''': Thri-Kreen can speak, read, and write Basic and Thri-kreen. The Thri-kreen language is relatively simple to understand, but it is difficult for members of other species to speak it.</br> | '''Languages''': Thri-Kreen can speak, read, and write Basic and Thri-kreen. The Thri-kreen language is relatively simple to understand, but it is difficult for members of other species to speak it.</br> | ||
− | '''VISHKANYA'''[https://www.pinterest.com/pin/ | + | '''VISHKANYA'''[https://www.pinterest.com/pin/303430093644767059/]</br> |
'''Ability Score Increase''': increase your Charisma score by 2 and your Intelligence by 1.</br> | '''Ability Score Increase''': increase your Charisma score by 2 and your Intelligence by 1.</br> | ||
'''Age''': Vishkanya mature and live about as long as humans.</br> | '''Age''': Vishkanya mature and live about as long as humans.</br> | ||
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'''WARFORGE'''[https://www.pinterest.com/pin/8303580548514573/]</br> | '''WARFORGE'''[https://www.pinterest.com/pin/8303580548514573/]</br> | ||
− | '''Ability Score Increase, | + | '''Ability Score Increase, Warforged Resilience, Sentry’s Rest''' and '''Integrated Protection''' per WGE pg. 67-70. ''Note'' that your Integrated Protection armor count as advanced armor vs. advanced weapons.</br> |
− | '''Fixed Origin''': You don’t select a background. Instead | + | '''Subraces''': Envoy, Juggernaut and Skirmisher from WGE pg. 69-70. ''Note'' that Envoy’s Specialty Design grants them two Skill proficiencies (instead of Tool Proficiency). |
+ | '''Fixed Origin''': You don’t select a background. Instead gain any two Skill proficiencies</br> | ||
'''Full-Body Prosthesis''': As a completely artificial body, you use the better of your Constitution or Charisma for the maximum amount of strain that you can have from Spellware (see Gear).</br> | '''Full-Body Prosthesis''': As a completely artificial body, you use the better of your Constitution or Charisma for the maximum amount of strain that you can have from Spellware (see Gear).</br> | ||
'''Hard to Read''': Warforge’s faces don’t move much and as such others have disadvantage on any Wisdom (Insight) checks made against them.</br> | '''Hard to Read''': Warforge’s faces don’t move much and as such others have disadvantage on any Wisdom (Insight) checks made against them.</br> | ||
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'''Size''': Most Wolfen are taller than humans, average 6’6” and around 200lbs. You are Medium sized.</br> | '''Size''': Most Wolfen are taller than humans, average 6’6” and around 200lbs. You are Medium sized.</br> | ||
'''Speed''': Your base walking speed is 35 feet.</br> | '''Speed''': Your base walking speed is 35 feet.</br> | ||
− | '''Bite Attack''': | + | '''Bite Attack''': Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d4 + Strength modifier as piercing damage. You are always considered proficient with this bonus attack. </br> |
− | + | '''Scent''': Wolfen have the Scent ability. Within 30 feet, a creature with scent has the equivalent of Blindsense (PHB pg. 183). But note that the species must be able to use its sense of smell (so if they are wearing a filter mask or in a void suit, etc. they cannot benefit from scent). Strong winds or overpowering smells can also lower or eliminate this ability. This also grants them advantage on Wisdom (survival) checks to follow trails, when hunting, etc.</br> | |
− | '''Scent''': Wolfen have the Scent ability. Within 30 feet | ||
'''Shifting Stance''': If the Wolfen has nothing in its hands it can shift onto a quadrupedal stance and increase its base Speed to 45ft. At the end of its movement it can automatically shift back to bipedal.</br> | '''Shifting Stance''': If the Wolfen has nothing in its hands it can shift onto a quadrupedal stance and increase its base Speed to 45ft. At the end of its movement it can automatically shift back to bipedal.</br> | ||
'''Survivalist''': Wolfen gain proficiency in the Survival skill.</br> | '''Survivalist''': Wolfen gain proficiency in the Survival skill.</br> | ||
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'''''Primitive''''' – This character does not have knowledge of technology and advanced gear. Can’t use advanced gear until at least one level after their introduction to the greater universe. Until then they do not gain the proficiency bonus with them and are at disadvantage with advanced skills checks. They gain no advanced skill, armor or weapon proficiency from their background or race. The feat Skilled and Weapon Master would allow the character to gain these proficiencies. Otherwise, multi-classing after 1st level (if the barbarian is out in the Empire) also grants them normal proficiencies. One could put on and operate the basic functions of a Skinsuit and fire a blaster rifle but not easily change the powercell. Restricted backgrounds to Bruiser, Colonist, Drifters or Wildlander.</br> | '''''Primitive''''' – This character does not have knowledge of technology and advanced gear. Can’t use advanced gear until at least one level after their introduction to the greater universe. Until then they do not gain the proficiency bonus with them and are at disadvantage with advanced skills checks. They gain no advanced skill, armor or weapon proficiency from their background or race. The feat Skilled and Weapon Master would allow the character to gain these proficiencies. Otherwise, multi-classing after 1st level (if the barbarian is out in the Empire) also grants them normal proficiencies. One could put on and operate the basic functions of a Skinsuit and fire a blaster rifle but not easily change the powercell. Restricted backgrounds to Bruiser, Colonist, Drifters or Wildlander.</br> | ||
− | '''BARD'''[https:// | + | '''BARD'''[https://www.pinterest.com/pin/552324341805876943/]</br> |
'''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols, plus either Martial Weapons or Rifles; '''Skills''' – Any five of your choice.</br> | '''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols, plus either Martial Weapons or Rifles; '''Skills''' – Any five of your choice.</br> | ||
'''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; one Martial weapon with Advanced Alloy upgrade from the PHB; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; one Musical instrument worth 150 credits or less (acts as a +1 magical arcane focus); either an Explorer pack or Spacer pack; a Comlink; an extra 150 credits of cash.</br> | '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; one Martial weapon with Advanced Alloy upgrade from the PHB; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; one Musical instrument worth 150 credits or less (acts as a +1 magical arcane focus); either an Explorer pack or Spacer pack; a Comlink; an extra 150 credits of cash.</br> | ||
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'''EQUIPMENT'''</br> | '''EQUIPMENT'''</br> | ||
You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or powercell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Combat armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of extra cash.</br> | You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or powercell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Combat armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of extra cash.</br> | ||
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'''FEATURES'''</br> | '''FEATURES'''</br> | ||
'''Command Talent''': At 1st level the Marshal gains one Command Talent (see list below) as long as she qualify for it. She gains an additional Command Talent for every 5 additional levels (5th, 10th, etc.). </br> | '''Command Talent''': At 1st level the Marshal gains one Command Talent (see list below) as long as she qualify for it. She gains an additional Command Talent for every 5 additional levels (5th, 10th, etc.). </br> | ||
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'''Field Commander''': You gain this feature at 18th level Marshal. You know how to use existing terrain to the best of your advantage and get your troopers to the right place at the right time. As a Reaction, you bark out a short command to find cover. All allies who you can see and who can hear and understand you improve their Cover by one step (including no cover which becomes ½ cover) as they grab and use all existing cover to their absolute advantage. If they move on their turn before you next action they lost this bonus unless they use ½ their Speed in movement to get to another cover location. This bonus lasts until the start of your next turn.</br> | '''Field Commander''': You gain this feature at 18th level Marshal. You know how to use existing terrain to the best of your advantage and get your troopers to the right place at the right time. As a Reaction, you bark out a short command to find cover. All allies who you can see and who can hear and understand you improve their Cover by one step (including no cover which becomes ½ cover) as they grab and use all existing cover to their absolute advantage. If they move on their turn before you next action they lost this bonus unless they use ½ their Speed in movement to get to another cover location. This bonus lasts until the start of your next turn.</br> | ||
− | '''''TACTICIAN''''' | + | '''''TACTICIAN'''''</br> |
You use your analytical mind to evaluate the tactical situation of the battle field and then coordinate your allies or troopers on how best to respond to the situation. Your abilities allow you to react to the changing tactical situation of the battle.</br> | You use your analytical mind to evaluate the tactical situation of the battle field and then coordinate your allies or troopers on how best to respond to the situation. Your abilities allow you to react to the changing tactical situation of the battle.</br> | ||
'''Tactical Command''': You gain this ability at 3rd level when you choose this archetype. You gain Tactical Points (TP) equal to your Intelligence modifier (min 1) plus additional points each time something unfortunate happens to you or an ally. As these points compound, you are able to counter with positive effects. Points are lost when you take a short rest or long rest or when you roll for initiative. Spending points usually takes either a bonus action or a reaction.</br> | '''Tactical Command''': You gain this ability at 3rd level when you choose this archetype. You gain Tactical Points (TP) equal to your Intelligence modifier (min 1) plus additional points each time something unfortunate happens to you or an ally. As these points compound, you are able to counter with positive effects. Points are lost when you take a short rest or long rest or when you roll for initiative. Spending points usually takes either a bonus action or a reaction.</br> | ||
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'''EQUIPMENT'''</br> | '''EQUIPMENT'''</br> | ||
You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; either an Armored Flight suit or a Skinsuit and a Light Flak Vest; either a Golem Control Rig, a Medical kit or a Repair kit; an Explorer pack or Spacer pack; a basic Dataslate; an extra 150 credits of extra cash. | You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; either an Armored Flight suit or a Skinsuit and a Light Flak Vest; either a Golem Control Rig, a Medical kit or a Repair kit; an Explorer pack or Spacer pack; a basic Dataslate; an extra 150 credits of extra cash. | ||
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− | + | FEATURES </br> | |
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− | FEATURES </br> | ||
'''Expertise''': At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability skill check you make when you use this proficiencies. You gain a new expertise in one additional skill at 9th, 15th and 20th level.</br> | '''Expertise''': At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability skill check you make when you use this proficiencies. You gain a new expertise in one additional skill at 9th, 15th and 20th level.</br> | ||
'''Savant''': At 1st level you gain a Savant ability. Pick one from those listed below. Gain a new Savant ability at 5th, 10th, 15th and 20th level.</br> | '''Savant''': At 1st level you gain a Savant ability. Pick one from those listed below. Gain a new Savant ability at 5th, 10th, 15th and 20th level.</br> | ||
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=== BACKGROUNS === | === BACKGROUNS === | ||
SciFi backgrounds then to be a bit different then fantasies and as not using Tool Proficiencies…</br> | SciFi backgrounds then to be a bit different then fantasies and as not using Tool Proficiencies…</br> | ||
− | '''Affluent''' | + | '''Affluent''': You were born into privilege. Regardless if yours is the first generation with such wealth or the lasted tracking back hundreds of years, your early years where not one of poverty. If you wanted something you could generally get it, regardless of cost.</br> |
Skill Proficiency: Culture plus one of Deception, Gambling. Intimidation or Persuasion.</br> | Skill Proficiency: Culture plus one of Deception, Gambling. Intimidation or Persuasion.</br> | ||
Languages: Two languages of your choice.</br> | Languages: Two languages of your choice.</br> | ||
Equipment: Four sets of elite clothing, one set of traveling fine (but common) clothing, a basic Energy Shield or an extra 500 credits, a credstik with 300 credits on it.</br> | Equipment: Four sets of elite clothing, one set of traveling fine (but common) clothing, a basic Energy Shield or an extra 500 credits, a credstik with 300 credits on it.</br> | ||
− | '''Bruiser''' | + | '''Bruiser''': This is not a record of your physical capacity. You may not be strong or agile or just stubborn. You simply won’t back down from a fight, and have been known to provoke one on occasion. You could be a flat-out bully, or someone always willing to stand up for themselves or other against any form of oppression. Unlike other backgrounds, this mentality started early in school and probably remained with you for the rest of your life.</br> |
Skill Proficiencies: Athletics and Intimidate, plus either Gambling or Insight.</br> | Skill Proficiencies: Athletics and Intimidate, plus either Gambling or Insight.</br> | ||
Languages: One language of your choice.</br> | Languages: One language of your choice.</br> | ||
Equipment: Two set of common clothing, Brass-knuckles, Solid-Core Staff or Shock Gloves, a trophy from a fight (official or informal), credstik with 150 credits on it.</br> | Equipment: Two set of common clothing, Brass-knuckles, Solid-Core Staff or Shock Gloves, a trophy from a fight (official or informal), credstik with 150 credits on it.</br> | ||
− | '''Celebrity''' | + | '''Celebrity''': Perhaps you were on reality Vid, maybe you hit a billion views on Utube or over the VWeb, or you were the lead singed in last years a one-hit wonder group. You could be an actor, a winning athlete, an extreme sportsman, an underground brawler, etc. Whatever the case, people recognize you.</br> |
Skill Proficiencies: Culture and Performance, plus one of Athletics, Acrobatics, Deception, Gambling or Persuasion.</br> | Skill Proficiencies: Culture and Performance, plus one of Athletics, Acrobatics, Deception, Gambling or Persuasion.</br> | ||
Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150 credits, one flashy (elite) costume, two set of common clothing, credstik with 150 credits on it.</br> | Equipment: either a Disguise kit, a Musical instrument or one Game set worth up to 150 credits, one flashy (elite) costume, two set of common clothing, credstik with 150 credits on it.</br> | ||
− | '''Colonist''' | + | '''Colonist''': You grew up on a rouged outworld colony. Maybe your parents were homesteaders or exiles from the core worlds but all you knew was life on the frontier was never easy and often very dangerous. Wild beasts and occasionally the planet itself were often your enemy as you struggled to help build your world.</br> |
Skill Proficiency: Athletics and Survival, plus either Animal Handling or Drive.</br> | Skill Proficiency: Athletics and Survival, plus either Animal Handling or Drive.</br> | ||
Equipment: Two set of common clothing, a combat knife, a Bolt Action Rifle or Shotgun with 10 extra standard rounds, 50 gold coin.</br> | Equipment: Two set of common clothing, a combat knife, a Bolt Action Rifle or Shotgun with 10 extra standard rounds, 50 gold coin.</br> | ||
− | '''Delinquent''' | + | '''Delinquent''': You dabbled in some form of criminal activity, a petty theft or severe in organized crime. This is not assuming you enjoy it or whether or not you were even caught. Perhaps you embraced the life of a career criminal, only for said life to bite you back via a double-cross or jail time. Ignoring such presumption, you could have just been an irresponsible youth lacking proper education or parenting that fell in with the wrong crowd...unless you were the ringleader.</br> |
Skill Proficiencies: Sleight of Hand and Stealth, plus one of Deception, Intimidate or Thievery.</br> | Skill Proficiencies: Sleight of Hand and Stealth, plus one of Deception, Intimidate or Thievery.</br> | ||
Languages: One language of your choice.</br> | Languages: One language of your choice.</br> | ||
Equipment: One set of common clothes, a Dagger, 200 credits worth of ill-gotten goods, either a Disguise kit, Forgery kit, Security kit or Thieves tools, credstik with 100 credits on it.</br> | Equipment: One set of common clothes, a Dagger, 200 credits worth of ill-gotten goods, either a Disguise kit, Forgery kit, Security kit or Thieves tools, credstik with 100 credits on it.</br> | ||
− | '''Disciple''' | + | '''Disciple''': A large chunk of your early life was spent in prayer, surrounded by others that validated your devoutness. Companions could have been family members or unrelated followers. Maybe you escaped a cult; maybe you are still a loyal member of a massive society. Were you raised in loving family or the victim of fanaticism? Perhaps you were given to a monastery where you learned a variety of skills from martial arts or wine making. Your opinion on faith or religion is unrelated to the selection of this background, though you would be required to select a faith, real or not.</br> |
Skill Proficiencies: Insight and Religion, plus one of Culture, Medicine, Nature or Persuasion. | Skill Proficiencies: Insight and Religion, plus one of Culture, Medicine, Nature or Persuasion. | ||
Languages: One language of your choice.</br> | Languages: One language of your choice.</br> | ||
Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 150 credits, two sets of common clothes, credstik with 50 credits on it.</br> | Equipment: Holy items (if said faith endorses them) including books and symbols worth at least 150 credits, two sets of common clothes, credstik with 50 credits on it.</br> | ||
− | '''Drifter''' | + | '''Drifter''': By force or by choice, you have moved from location to location, following friends or family as they struggled for income. Regardless of your education level, you acquired more from your time on the road (or space lanes) than anything learned from books. Drifting doesn’t always equate to being homeless—perhaps you lived out of a vehicle or a small apartment, huddling with others for warmth. Perhaps you have no connections at all, and live your life one day at a time. You may be a runaway or an orphan, why has yet to be determined.</br> |
Skill Proficiencies: Deception and Survival plus either Drive or Stealth.</br> | Skill Proficiencies: Deception and Survival plus either Drive or Stealth.</br> | ||
Languages: Two languages of your choice</br> | Languages: Two languages of your choice</br> | ||
Equipment: A set of common clothes, backpack, bedroll, a Dagger or Brass-Knuckles, 10 gold coins.</br> | Equipment: A set of common clothes, backpack, bedroll, a Dagger or Brass-Knuckles, 10 gold coins.</br> | ||
− | '''Enforcer''' | + | '''Enforcer''': You were either in Law Enforcement, a Bounty Hunter or corporate security personal. You dealt with criminals and never-do-wells. You might not have been an honest person and could have accepted bribes, etc.</br> |
Skill Proficiencies: Insight, Perception plus either Drive, Intimidate or Pilot.</br> | Skill Proficiencies: Insight, Perception plus either Drive, Intimidate or Pilot.</br> | ||
Equipment: one Old Uniform, two sets of common clothing, a autopistol with extra full clip of regular rounds of ammunition, credstik with 100 credits on it.</br> | Equipment: one Old Uniform, two sets of common clothing, a autopistol with extra full clip of regular rounds of ammunition, credstik with 100 credits on it.</br> | ||
− | '''Intellectual''' | + | '''Intellectual''': It’s not a matter of how smart you are but more your choice to never stifle your curiosity about the universe. You always asked questions. If parents didn’t satisfy, you pestered teachers, and when they failed, you took matters in your own hands and embraced books or online sources. Regardless of your capacity to solve problems or retain complex theories, you refused to accept an explanation without evidence.</br> |
Skill Proficiencies: Computer Use and Investigation, plus one of Nature, Physical Science or Technology.</br> | Skill Proficiencies: Computer Use and Investigation, plus one of Nature, Physical Science or Technology.</br> | ||
Languages: Any one language or your choice.</br> | Languages: Any one language or your choice.</br> | ||
Equipment: Two sets of common clothes, an enhanced dataslate (Int 14 & Wis 14, proficiency +3) with +1d4 additional Library subjects (pg. 75), credstik with 100 credits on it.</br> | Equipment: Two sets of common clothes, an enhanced dataslate (Int 14 & Wis 14, proficiency +3) with +1d4 additional Library subjects (pg. 75), credstik with 100 credits on it.</br> | ||
− | '''Laborer''' | + | '''Laborer''': You’ve always appreciated the value of a day’s work. You can’t handle sitting in a cubicle. To you, a life is not worth leading unless you get your hands dirty. There’s a decent probability you were raised on a farm, or idolized a parent or sibling following blue-collar work, a pursuit in mining, manufacturing, or construction. Perhaps they were a firefighter or paramedic. Despite a possible lingering fascination with creative arts, a need has been instilled to contribute to society in a physical way. You don’t have to be strong, just committed.</br> |
Skill Proficiencies: Athletics and Mechanics plus either Animal Handling or Culture. | Skill Proficiencies: Athletics and Mechanics plus either Animal Handling or Culture. | ||
Languages: One language of your choice.</br> | Languages: One language of your choice.</br> | ||
Equipment: One set of artisan tools or repair kit, two sets of common clothing, a set of work coveralls with environmental-seal upgrade, credstik with 50 credits on it.</br> | Equipment: One set of artisan tools or repair kit, two sets of common clothing, a set of work coveralls with environmental-seal upgrade, credstik with 50 credits on it.</br> | ||
− | '''Merchant''' | + | '''Merchant''': You were raised in the markets and bazaars of many stations and worlds, carrying out the vial commerce that fuels the empire’s expansion into the stars. You might have grown up on a tramp freighters, working the Outer Rim of the Colonies, or been a part of one of the great AristoCorps.</br> |
Skill Proficiencies: Deception and Persuasion, plus one of Insight, Perception or Technology.</br> | Skill Proficiencies: Deception and Persuasion, plus one of Insight, Perception or Technology.</br> | ||
Languages: Two Languages of your choice.</br> | Languages: Two Languages of your choice.</br> | ||
Equipment: one set of fine clothes, one set of work coveralls, two sets of common clothing, a dataslate, credstik with 300 credits on it.</br> | Equipment: one set of fine clothes, one set of work coveralls, two sets of common clothing, a dataslate, credstik with 300 credits on it.</br> | ||
− | '''Military''' | + | '''Military''': You served one or more tours of duty in a military force, and attained rank before mustering out to find a life of adventure in space. Perhaps it was a planetary defense force, interstellar or system navy, or even just a local militia.</br> |
Specialty: During your time in the service, you received special training. Choose one of the following options to determine your specialization.</br> | Specialty: During your time in the service, you received special training. Choose one of the following options to determine your specialization.</br> | ||
'''''Armor Crew''''': trained in armored land vehicles. Gain proficiency in Super-Heavy weapons. You are proficient in Athletics and either Drive or Mechanic skill and gain one Language of choice.</br> | '''''Armor Crew''''': trained in armored land vehicles. Gain proficiency in Super-Heavy weapons. You are proficient in Athletics and either Drive or Mechanic skill and gain one Language of choice.</br> | ||
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Equipment: one Military uniform (used), one set of combat fatigues, one set of common clothing, a Combat knife and one melee weapon with Advanced Alloy upgrade, credstik with 50 credits.</br> | Equipment: one Military uniform (used), one set of combat fatigues, one set of common clothing, a Combat knife and one melee weapon with Advanced Alloy upgrade, credstik with 50 credits.</br> | ||
− | '''Recluse''' | + | '''Recluse''': You’re an introvert, requiring solitude from time to time. You may not hate people; you just can’t handle groups for long periods of time. As such, your default stance is to dive into books or in front of a computer. It may go further, forcing you to live life as a hermit in a hut or as a hobo pining his days in a van down by the river. This is unlikely as you are required to be functional in some way among other people. This concept could encompass a monastic order, or you could be geek. You are not required to create an extravagant reason why you avoid people—you could just be a nerd. You excel when allowed to act by yourself.</br> |
Skill Proficiencies: Computer Use plus any two Intelligence or Wisdom based skill.</br> | Skill Proficiencies: Computer Use plus any two Intelligence or Wisdom based skill.</br> | ||
Equipment: Two sets of common clothes, advanced dataslate (Int & Wis 14, proficiency bonus +3), with +1d4 additional Library subjects (pg. 75), credstik with 100 credits.</br> | Equipment: Two sets of common clothes, advanced dataslate (Int & Wis 14, proficiency bonus +3), with +1d4 additional Library subjects (pg. 75), credstik with 100 credits.</br> | ||
− | '''Regular Joe''' | + | '''Regular Joe''': You don’t consider yourself special—you don’t excel in any one thing. And yet, you are still a unique and interesting snowflake. The combination of skills and strengths, despite nothing marking you as the best in the world, still distinguishes you to the world... it’s just the world will probably never know. You are the one society depends on to be reliable. You lack any debilitating psychological traits, but you are also not gifted to be outclass those around you. This does not assume you will never achieve anything—it just says you were never expected to.</br> |
Skill Proficiencies: Any three skills of choice.</br> | Skill Proficiencies: Any three skills of choice.</br> | ||
Equipment: Two sets of common clothing, credstik with 50 credits.</br> | Equipment: Two sets of common clothing, credstik with 50 credits.</br> | ||
− | '''Smooth Talker''' | + | '''Smooth Talker''': As a mirror to the recluse, you find interacting with people thrilling. They invigorate you, and you find confidence and motivation when surrounded by those paying attention. You are often the leader in a situation, or you desire to be said leader. In school, you quickly found that words and actions would gather the interest of others, encouraging you to continue the practice. You can’t stand remaining still in front of a computer, or in isolation. You have to get out and about!</br> |
Skill Proficiencies: Deception, Gambling and Persuasion</br> | Skill Proficiencies: Deception, Gambling and Persuasion</br> | ||
Languages: One language of your choice.</br> | Languages: One language of your choice.</br> | ||
Equipment: One gaming set worth up to 25 credits, one set of elite clothes, one set of common cloths, credstik with 300 credits.</br> | Equipment: One gaming set worth up to 25 credits, one set of elite clothes, one set of common cloths, credstik with 300 credits.</br> | ||
− | '''Voidborn''' | + | '''Voidborn''': You were born and raised onboard an interstellar vessel that traveled between the stars or one of the outer system asteroid belts (Belters as they are called who mine these mineral). Having spent much if not most of your life in space you tend to be a bit different than those “grounders”.</br> |
Skill Proficiencies: Acrobatics and Athletics and either Mechanic or Pilot.</br> | Skill Proficiencies: Acrobatics and Athletics and either Mechanic or Pilot.</br> | ||
Languages: One language of your choice.</br> | Languages: One language of your choice.</br> | ||
Equipment: Void suit, two sets of work (lower) coverall clothing, a spacer’s pack, a trinket from space, a credstik with 150 credits.</br> | Equipment: Void suit, two sets of work (lower) coverall clothing, a spacer’s pack, a trinket from space, a credstik with 150 credits.</br> | ||
− | '''Wildlander''' | + | '''Wildlander''': You hail from a primitive world that either has only recently made contact with the DragonStar Empire or maybe it is still “unknown” but the site of illegal mining and you were captured to work as a slave laborer for them. Your people never heard of the people from other worlds or the technology but somehow you have found your way into the greater universe.</br> |
Skill Proficiencies: Animal Handling, Athletics and Survival.</br> | Skill Proficiencies: Animal Handling, Athletics and Survival.</br> | ||
Language: One language of your choice.</br> | Language: One language of your choice.</br> | ||
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=== NEW SPELLS === | === NEW SPELLS === | ||
Magical School Type Mod: '''Technomagic'''</br> | Magical School Type Mod: '''Technomagic'''</br> | ||
− | Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices | + | Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices.</br> |
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− | + | ARCANE GRAFFTI | |
− | + | Conjuration cantrip | |
− | Bards | + | Bards, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: | + | Range: Touch |
− | Components: V, S | + | Components: V, S |
− | Duration: | + | Duration: 1 hour |
− | + | This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 5 rounds. | |
− | |||
− | + | ARCANE HACKING | |
− | 2nd level | + | 2nd level transmutation (technomagic) |
− | Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards | + | Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: Self | + | Range: Self |
− | Components: V, S, M ( | + | Components: V, S, M (comlink or hacking kit) |
− | Duration: 1 | + | Duration: Concentration, up to 1 hour |
− | You | + | You gain advantage on all Computer Use checks or Thievery when using Hacking kit to improve a hostile computers attitude towards you. This spell also allows you to break 2nd-level and lower protective spells such as arcane lock or glyph of warding by making an Computer Use or Thievery if using a Hacking kit against the spell save DC of the spell’s caster. |
+ | At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used. | ||
− | + | BURGLAR’S BUDDY | |
− | + | 2nd level illusion (technomagic) | |
− | Bards, Sorcerers, Warlocks, Wizards | + | Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards |
− | Casting Time: | + | Casting Time: 1 action |
− | Range: | + | Range: Self (10-foot radius) |
− | Components: V, S | + | Components: V, S, M (a camera lens cover) |
− | Duration: | + | Duration: 1 minute |
− | You | + | You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarms sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, laser tripwire and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast. |
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− | + | CALL VEHICLE | |
− | 5th level divination (ritual) | + | 3rd-level conjuration |
− | Bards, Clerics (Knowledge, Nature), Druids, Sorcerers, Warlocks, Wizards | + | Bards, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 minute | + | Casting Time: 10 minutes |
− | Range: Self | + | Range: 30 feet |
− | Components: V, S | + | Components: V, S |
− | Duration: Instantaneous | + | Duration: 8 hours |
+ | You summon a spirit that assumes the form of a nonmilitary landcraft or hovercraft of your choice, up to Huge size that appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish Racer Landcar might be jet black in color, with tinted windows and a sinister looking front grille. | ||
+ | You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability and it does not run out of power or gas for the duration. While driving the conjured vehicle, you are considered proficient with Drive, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. | ||
+ | If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can’t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear. | ||
+ | At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can conjure a Huge sized nonmilitary watercraft or Gargantuan landcraft or hovercraft. When you cast this spell using a spell slot of 6th level or higher, you can conjure a Huge sized nonmilitary aerocraft, helicopter or anti-grav vehicle. When you cast this spell using a spell slot of 8th level or higher, you can conjure any atmospheric vehicle, including military one or you can conjure a Gargantuan size Starship. | ||
+ | |||
+ | COMMUNE WITH THE CITY | ||
+ | 5th level divination (ritual) | ||
+ | Bards, Clerics (Knowledge, Nature), Druids, Sorcerers, Warlocks, Wizards | ||
+ | Casting Time: 1 minute | ||
+ | Range: Self | ||
+ | Components: V, S | ||
+ | Duration: Instantaneous | ||
You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: | You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: | ||
− | + | • Terrain and bodies of water | |
− | + | • Prevalent buildings, plants, animals, or intelligent creatures | |
− | + | • Powerful entities (CR 1 or higher celestials, fey, fiends, elementals, or undead; but not location) | |
− | + | • Influences from other planes of existence | |
− | + | 102 | |
+ | • Electrical currents, wireless signals, and active transit lines and tracks. For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks. | ||
− | + | CONJURE KNOWBOT | |
− | 4th level conjuration (technomagic) | + | 4th level conjuration (technomagic) |
− | Bards, Cleric (Knowledge), Sorcerers, Warlocks, Wizards | + | Bards, Cleric (Knowledge), Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: Touch | + | Range: Touch |
− | Components: V, S | + | Components: V, S |
− | Duration: 10 minutes | + | Duration: 10 minutes |
− | You touch a single computerized device (like a dataslate or golem or A.I. automated system) or computer system to conjure a knowbot – a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with Computer Use if you have it). | + | You touch a single computerized device (like a dataslate or golem or A.I. automated system) or computer system to conjure a knowbot – a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with Computer Use if you have it). |
− | You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately re-establishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires. | + | You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately re-establishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires. |
− | + | At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1.000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires. | |
− | + | CONTROL GRAVITY | |
− | 6th level transmutation | + | 6th level transmutation |
− | Sorcerers, Warlocks, Wizards | + | Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: 100 feet | + | Range: 100 feet |
− | Components: V, S | + | Components: V, S |
− | Duration: Concentration up to 1 minute | + | Duration: Concentration up to 1 minute |
− | You can control gravity within a 20 foot radius area, up to 40 feet high, within range, causing it to reverse, to become low, become zero-g, or become extremely high. Targets within the area gain a Dexterity save to ‘move’ out of the area and are unaffected. Those who failed suffer the effects of the type of gravity you impose for the duration or as long as they remain within the area. See Environment rules on Gravity types (pg. 12) on what gravity you cast the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap. | + | You can control gravity within a 20 foot radius area, up to 40 feet high, within range, causing it to reverse, to become low, become zero-g, or become extremely high. Targets within the area gain a Dexterity save to ‘move’ out of the area and are unaffected. Those who failed suffer the effects of the type of gravity you impose for the duration or as long as they remain within the area. See Environment rules on Gravity types (pg. 12) on what gravity you cast the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap. |
If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell’s area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell’s duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction. | If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell’s area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell’s duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction. | ||
− | High, low and Zero-G gravity affect targets as per the Environmental Houserules for the duration. | + | High, low and Zero-G gravity affect targets as per the Environmental Houserules for the duration. |
− | + | CONTROL MACHINES | |
− | 5th level transmutation (technomagic) | + | 5th level transmutation (technomagic) |
− | Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards | + | Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: 100 feet | + | Range: 100 feet |
− | Components: V, S, M (piece of a destroyed device or machine) | + | Components: V, S, M (piece of a destroyed device or machine) |
− | Duration: Concentration up to 1 minute | + | Duration: Concentration up to 1 minute |
− | You wrest control of a targeted construct be it a golem, vehicle, computer A.I. etc. You can issue commands to this construct on your turn and when you first cast this spell, for it to act on its turn. If any construct is under the command of another being it can make an Intelligence save to retain control, causing the spell to fail. | + | You wrest control of a targeted construct be it a golem, vehicle, computer A.I. etc. You can issue commands to this construct on your turn and when you first cast this spell, for it to act on its turn. If any construct is under the command of another being it can make an Intelligence save to retain control, causing the spell to fail. |
− | While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them. Vehicles require an A.I. and Automation in order to move. | + | While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them. Vehicles require an A.I. and Automation in order to move. |
− | + | Higher Levels: When you cast this spell using a spell slot of 6th level or higher, each additional level that you cast it at allows you to control and additional construct as above. | |
− | + | DATAREAD | |
− | 2nd level divination (technomagic) | + | 2nd level divination (technomagic) |
− | Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards | + | Bards, Clerics (Knowledge), Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: Touch | + | Range: Touch |
− | Components: V, S | + | Components: V, S |
− | Duration: Concentration, up to 1 minute | + | Duration: Concentration, up to 1 minute |
− | You run your finger over any machine readable data source (computer, dataslate, etc.) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. | + | You run your finger over any machine readable data source (computer, dataslate, etc.) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. |
− | For example, if reading a music device, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data. | + | For example, if reading a music device, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data. |
− | The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell. | + | The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell. |
− | + | At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour. | |
− | + | DEGAUSS | |
− | 1st level transmutation (technomagic) | + | 1st level transmutation (technomagic) |
− | Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards | + | Bards, Clerics (Trickery), Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: Touch | + | Range: Touch |
− | Components: V, S | + | Components: V, S |
− | Duration: Instantaneous | + | Duration: Instantaneous |
− | By touching a single device that contains electronic files, such as a computer, you can erase one set of files on that device. For example you could touch a dataslate and remove the Technology skill proficiency from the system. The device needs an Intelligence save or loss either a proficiency or datafile of notes, research files, criminal records of one subject, etc. of your choice. | + | By touching a single device that contains electronic files, such as a computer, you can erase one set of files on that device. For example you could touch a dataslate and remove the Technology skill proficiency from the system. The device needs an Intelligence save or loss either a proficiency or datafile of notes, research files, criminal records of one subject, etc. of your choice. |
− | + | DETECT ENVIRONMENT | |
− | 1st level divination | + | 1st level divination |
− | Bards, Clerics, Druids, Paladins, Rangers, Sorcerers, Warlocks, Wizards | + | Bards, Clerics, Druids, Paladins, Rangers, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: Self | + | Range: Self |
− | Components: V, S | + | Components: V, S |
− | Duration: 1 hour | + | Duration: 1 hour |
− | For the duration you sense the environmental conditions around and within 120 feet radius area around you perfectly (i.e. you learn the atmosphere and any natural hostile toxins, gravity, hot or cold, pressure and any radiation, see Environment). | + | For the duration you sense the environmental conditions around and within 120 feet radius area around you perfectly (i.e. you learn the atmosphere and any natural hostile toxins, gravity, hot or cold, pressure and any radiation, see Environment pg. 11-13). |
− | + | Higher Levels: When you cast this spell using a slot of 2nd level or higher you double the area of affect with each level (double at 2nd, double again at 3rd, etc.) | |
− | + | DIGITAL PHAMTOM | |
− | 2nd level abjuration (technomagic) | + | 2nd level abjuration (technomagic) |
− | Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards | + | Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: Self | + | Range: Self |
− | Components: V, S, M (a small piece of copper wire or optical fiber) | + | Components: V, S, M (a small piece of copper wire or optical fiber) |
− | Duration: Concentration, up to 1 hour | + | Duration: Concentration, up to 1 hour |
− | This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by the system A.I., administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased. | + | This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by the system A.I., administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased. |
− | + | DISCHARGE | |
− | 3rd level abjuration | + | 3rd level abjuration |
− | Bards, Clerics, Sorcerers, Warlocks, Wizards | + | Bards, Clerics, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: 100 feet | + | Range: 100 feet |
− | Components: V, S | + | Components: V, S |
− | Duration: Instant | + | Duration: Instant |
− | You can dissipate the charges from one technological object, temporarily depower one device using a powercell. One target that you can see must succeed with an Intelligence save or that object is completely depowered and cannot be used for 1 minute afterwards. A successful Mechanic check and an action against the same DC can turn the device back on. A construct (golem, vehicle, etc.) that runs on a powercell can also be affected. If controlled the use that creatures save plus any bonus (from powercell size and number, vehicle saving throw bonus, etc.) for the same affect. | + | You can dissipate the charges from one technological object, temporarily depower one device using a powercell. One target that you can see must succeed with an Intelligence save or that object is completely depowered and cannot be used for 1 minute afterwards. A successful Mechanic check and an action against the same DC can turn the device back on. A construct (golem, vehicle, etc.) that runs on a powercell can also be affected. If controlled the use that creatures save plus any bonus (from powercell size and number, vehicle saving throw bonus, etc.) for the same affect. |
− | + | Higher Levels: When you cast this spell using a slot of 4th level or higher you can affect one additional device or construct, etc. so long as both items are within 30 feet of each other. | |
− | + | ELECTROMAGNETIC PULSE | |
− | 3rd level evocation (technomagic) | + | 3rd level evocation (technomagic) |
− | Bards, Sorcerers, Warlocks, Wizards | + | Bards, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: 30 feet | + | Range: 30 feet |
− | Components: V, S | + | Components: V, S |
− | Duration: Instantaneous | + | Duration: Instantaneous |
− | When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry in a 20-foot cube. Anything with a Powercell must make an Intelligence save or if carried requires the user to make an Intelligence save as if it by a Pincher attack (see new Weapon Properties). | + | When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry in a 20-foot cube. Anything with a Powercell must make an Intelligence save or if carried requires the user to make an Intelligence save as if it by a Pincher attack (see new Weapon Properties). |
− | + | GLYPH OF WARDING | |
− | Updated – this spell can be used to also inscribe a glyph onto a datafile or other important restricted computer system. These cannot normally be hidden from those that would want to brake them but if they do the spell relays its effect to whatever the target is located. | + | Updated – this spell can be used to also inscribe a glyph onto a datafile or other important restricted computer system. These cannot normally be hidden from those that would want to brake them but if they do the spell relays its effect to whatever the target is located. |
− | + | HAYWIRE | |
− | 3rd level enchantment (technomagic) | + | 3rd level enchantment (technomagic) |
− | Bards, Sorcerers, Warlocks, Wizards | + | Bards, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: 90 feet | + | Range: 90 feet |
− | Components: V, S | + | Components: V, S |
− | Duration: Concentration, up to 1 minute | + | Duration: Concentration, up to 1 minute |
− | This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected if it does not have an Intelligence score. If an electronic device is held by a creature or one with an Intelligence score must succeed on an Intelligence saving throw or have the device affected by the spell. | + | This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected if it does not have an Intelligence score. If an electronic device is held by a creature or one with an Intelligence score must succeed on an Intelligence saving throw or have the device affected by the spell. |
− | At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. At the end of its turn it gets a new Intelligence save. Success ends the condition. | + | At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. At the end of its turn it gets a new Intelligence save. Success ends the condition. |
− | + | 1. The device shuts down and must be restarted. Do not roll again for this device until it is restarted. | |
− | + | 2–4. The device does not function. | |
− | + | 5. The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. | |
− | + | 6. The device is usable as normal. | |
− | + | At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd. | |
− | + | HEAL DEVICE | |
− | 2nd level transmutation (technomagic) | + | 2nd level transmutation (technomagic) |
− | Sorcerers, Warlocks, Wizards | + | Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: Touch | + | Range: Touch |
− | Components: V, S | + | Components: V, S |
− | Duration: Instant | + | Duration: Instant |
− | Your touch heals on device, construct, vehicle, computer, etc. 2d8 plus your Intelligence modifier. | + | Your touch heals on device, construct, vehicle, computer, etc. 2d8 plus your Intelligence modifier. |
− | + | Higher Levels: When you cast this spell using a slot of 2nd level or higher you heal an additional 1d8 for each additional level of spell you cast it at. | |
− | |||
− | + | INFALLIBLE RELAY | |
− | 1st level divination (technomagic) | + | 1st level divination (technomagic) |
− | Bard, Sorcerers, Warlocks, Wizards | + | Bard, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 minute | + | Casting Time: 1 minute |
− | Range: Self | + | Range: Self |
− | Components: V, S, M (a phone chip) | + | Components: V, S, M (a phone chip) |
− | Duration: Concentration, up to 10 minutes | + | Duration: Concentration, up to 10 minutes |
− | With this spell, you can target any creature with which you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest comlink or similar communication device within 100 feet of the target begins to ‘ring’. If there is no suitable device close enough to the target, the spell fails. | + | With this spell, you can target any creature with which you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest comlink or similar communication device within 100 feet of the target begins to ‘ring’. If there is no suitable device close enough to the target, the spell fails. |
− | The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation. | + | The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation. |
− | + | INSTANT CONNECTIVITY | |
− | 5th level conjuration (technomagic) | + | 5th level conjuration (technomagic) |
− | Bards, Sorcerers, Warlocks, Wizards | + | Bards, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: 10 feet | + | Range: 10 feet |
− | Components: V, S, M (a device connected to | + | Components: V, S, M (a device connected to internet worth at least 50 credits) |
− | Duration: Instantaneous | + | Duration: Instantaneous |
− | With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time. | + | With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time. |
At least one of the creatures affected must be touching a computer with EtherRealm connection. | At least one of the creatures affected must be touching a computer with EtherRealm connection. | ||
The targets must be sent to a specific computer or comlink that is currently active online. | The targets must be sent to a specific computer or comlink that is currently active online. | ||
− | Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room. | + | Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room. |
− | You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be cast until the security is disabled. | + | You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be cast until the security is disabled. |
− | + | IRRADIATE | |
− | 3rd level conjuration | + | 3rd level conjuration |
− | Clerics, Sorcerers, Warlocks, Wizards | + | Clerics, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: 100 feet | + | Range: 100 feet |
− | Components: V, S | + | Components: V, S |
− | Duration: instantaneous | + | Duration: instantaneous |
− | This spell floods a 10 foot radius that you can see with a radiative environment, but only for a few seconds. Creatures in the area must make a Constitution saving throw or suffer the exposer effects of Dangerous radiation (see Environment pg. 13). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation. | + | This spell floods a 10 foot radius that you can see with a radiative environment, but only for a few seconds. Creatures in the area must make a Constitution saving throw or suffer the exposer effects of Dangerous radiation (see Environment pg. 13). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation. |
− | + | Higher Levels: When you cast this spell using a slot of 4th level causes Extreme levels of radiation affects and if cast at 5th level slot it causes Deadly levels of radiation to everyone in the area. | |
− | + | LIFE BUBBLE | |
− | Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards | + | Bards, Clerics, Druids, Paladin, Rangers, Sorcerers, Warlocks, Wizards |
− | 2nd level abjuration | + | 2nd level abjuration |
− | Casting Time 1 reaction, which you take when you or someone you see within 100ft. | + | Casting Time 1 reaction, which you take when you or someone you see within 100ft. |
− | Range: 100 feet | + | Range: 100 feet |
− | Components: S | + | Components: S |
− | Duration: 1 hour | + | Duration: 1 hour |
− | You surround a targeted creature that you can see with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, dense, thin, and toxic atmospheres), as well as underwater or in a vacuum. Targets are immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. The shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt saving throws, as well as atmospheric pressures. Finally the shell grants advantage on saves verse all types of radiation and resistant to radiation damage. | + | You surround a targeted creature that you can see with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, dense, thin, and toxic atmospheres), as well as underwater or in a vacuum. Targets are immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. The shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt saving throws, as well as atmospheric pressures. Finally the shell grants advantage on saves verse all types of radiation and resistant to radiation damage. |
− | Life bubble doesn’t provide protection from energy damage spells (including irradiate spell); it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater). | + | Life bubble doesn’t provide protection from energy damage spells (including irradiate spell); it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater). |
− | + | Higher Levels: When you cast this spell using a slot each additional level allows you to affect one additional target. They do not need to be close to each other but you must be able to see them. | |
− | + | MACHINE INVISBILITY | |
− | 3rd level illusion (technomagic) | + | 3rd level illusion (technomagic) |
− | Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards | + | Bard, Cleric (Trickery), Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: 10 feet | + | Range: 10 feet |
− | Components: V, S, M (a glass lens, which the caster fogs by breathing on it) | + | Components: V, S, M (a glass lens, which |
− | Duration: Concentration, up to 10 minutes | + | the caster fogs by breathing on it) |
− | Four creatures of your choice within range cannot be detected by video cameras, electronic sensors, or other high-tech detection machines for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision. Affected creatures can still attack, cast spells, etc. while the spell is functioning without disrupting it. | + | Duration: Concentration, up to 10 minutes |
+ | Four creatures of your choice within range cannot be detected by video cameras, electronic sensors, or other high-tech detection machines for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision. Affected creatures can still attack, cast spells, etc. while the spell is functioning without disrupting it. | ||
− | + | MASK METAL | |
− | 1st level illusion | + | 1st level illusion |
− | Bards, Sorcerers, Warlocks, Wizards | + | Bards, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Components: V, S, M (a magnet) | + | Components: V, S, M (a magnet) |
− | Range: Touch | + | Range: Touch |
− | Duration: Concentration, up to 1 hour | + | Duration: Concentration, up to 1 hour |
− | This spell makes a single metal object weighing no more than 24 pounds undetectable to metal detectors. Hand Scanners and similar devices are at disadvantage to detecting the item. | + | This spell makes a single metal object weighing no more than 24 pounds undetectable to metal detectors. Hand Scanners and similar devices are at disadvantage to detecting the item. |
− | + | MASS LIFE BUBBLE | |
− | 4th level transmutation | + | 4th level transmutation |
− | + | Casting Time: 1 action | |
− | Casting Time: 1 action | + | Range: 100 feet |
− | Range: 100 feet | + | Components: S |
− | Components: S | + | Duration: 1 hour |
− | Duration: 1 hour | + | You can magically shield up to six creatures of your choice that you can see within the range immune to the harmful environmental effects, as with the life bubble spell. |
− | You can magically shield up to six creatures of your choice that you can see within the range immune to the harmful environmental effects, as with the life bubble spell. | + | At Higher Levels. When you cast this spell using a spell slot of 5th higher, you can target six additional creatures for each slot level above 4th. |
− | |||
− | + | RECHARGE POWERCELL | |
− | 1st level transmutation (technomagic) | + | 1st level transmutation (technomagic) |
− | Bards, Clerics, Sorcerers, Warlocks, Wizards | + | Bards, Clerics, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: Touch | + | Range: Touch |
− | Components: V, S, M (old discarded and non-functional battery at least a B type) | + | Components: V, S, M (old discarded and non-functional battery at least a B type) |
− | Duration: Instant | + | Duration: Instant |
− | Your touch instantly and fully recharges two AAA or AA powercells or a single A powercell. | + | Your touch instantly and fully recharges two AAA or AA powercells or a single A powercell. |
− | + | Higher Levels: When you cast this spell using a slot of 2nd level you can recharge a single B powercell, or a 3rd level slot you recharge a single C powercell, or a 4th level slot you recharge a single D powercell, or a 5th level slot you recharge a single E powercell, or a 6th level slot you recharge a single F powercell, or a 7th level slot you recharge a single G powercell, or finally with an 8th level slot you recharge a single H powercell. | |
− | + | REMOVE RADIOACTIVITY | |
− | 4th level conjuration | + | 4th level conjuration |
− | Bards, Clerics, Druids, Wizards | + | Bards, Clerics, Druids, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: touch | + | Range: touch |
− | Components: V, S | + | Components: V, S |
− | Duration: instantaneous | + | Duration: instantaneous |
− | You remove all ongoing effects of radiation from a single target that you touch. This does not heal lost hit points but it removes the poisoned condition and restores the target back to its original full hit point maximum without requiring any additional rest or medicine. | + | You remove all ongoing effects of radiation from a single target that you touch. This does not heal lost hit points but it removes the poisoned condition and restores the target back to its original full hit point maximum without requiring any additional rest or medicine. |
− | When cast as area, a single casting of remove radioactivity removes radiation from a 20 foot radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return. | + | When cast as area, a single casting of remove radioactivity removes radiation from a 20 foot radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return. |
− | + | SYNCHRONICITY | |
− | Bards, Clerics, Druids, Sorcerers, Warlocks, Wizards | + | Bards, Clerics, Druids, Sorcerers, Warlocks, Wizards |
− | 4th level enchantment | + | 4th level enchantment |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: Touch | + | Range: Touch |
− | Components: V, S | + | Components: V, S |
− | Duration: Concentration, up to 1 hour | + | Duration: Concentration, up to 1 hour |
− | The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. Traffic lights are always green, there’s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage. | + | The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. Traffic lights are always green, there’s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage. |
− | Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. | + | Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. |
− | Additionally, the target has advantage on all ability checks made to drive a vehicle of any type. | + | Additionally, the target has advantage on all ability checks made to drive a vehicle of any type. |
− | In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, compare the spell attack bonus of the casters who have launched synchronicity on them, the one that has the best bonus has the priority. In case of a tie, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other. | + | In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, compare the spell attack bonus of the casters who have launched synchronicity on them, the one that has the best bonus has the priority. In case of a tie, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other. |
− | + | WIRE WALK | |
− | 4th level conjuration (technomagic) | + | 4th level conjuration (technomagic) |
− | Bards, Sorcerers, Warlocks, Wizards | + | Bards, Sorcerers, Warlocks, Wizards |
− | Casting Time: 1 action | + | Casting Time: 1 action |
− | Range: 10 feet | + | Range: 10 feet |
− | Components: V | + | Components: V |
− | Duration: Instantaneous | + | Duration: Instantaneous |
− | This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a comlink or similar device that you call. The comlink must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you. | + | This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a comlink or similar device that you call. The comlink must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you. |
== GEAR & EQUIPMENT == | == GEAR & EQUIPMENT == | ||
Line 1,012: | Line 922: | ||
'''ADVANCED MARTIAL MELEE WEAPONS'''</br> | '''ADVANCED MARTIAL MELEE WEAPONS'''</br> | ||
These weapons count as Martial Weapons for proficiency.</br> | These weapons count as Martial Weapons for proficiency.</br> | ||
− | '''Fangblade''' | + | '''Fangblade''': this longsword style weapon if fitted with a spinning-rotating chain of diamond or adamantine-edge blades along its edge. This is extremely loud, but also very effective of tearing through its targets. Unpowered the blade is a normal longsword (Restricted).</br> |
'''Fangblade Axe''': as the fangblade but fitting onto the edge of a battleaxe (Restricted).</br> | '''Fangblade Axe''': as the fangblade but fitting onto the edge of a battleaxe (Restricted).</br> | ||
− | '''Mist Blade''' | + | '''Mist Blade''': also called Light-Blades, this weapon is only a handle until activated which produces a blade of pure energy (Military).</br> |
'''Power Axe''': as a power sword but build on a battleaxe (Military).</br> | '''Power Axe''': as a power sword but build on a battleaxe (Military).</br> | ||
'''Power Gauntlet''': these gauntlets deliver a powerful blast with one’s punch, allow them to damage even structures. Each is sold separately, but if a pair is worn add +1 to your AC (Restricted).</br> | '''Power Gauntlet''': these gauntlets deliver a powerful blast with one’s punch, allow them to damage even structures. Each is sold separately, but if a pair is worn add +1 to your AC (Restricted).</br> | ||
− | '''Power Maul''' | + | '''Power Maul''': as a power sword but build on a maul (Restricted).</br> |
'''Power Staff''': as a power sword but build on a quarterstaff (Restricted).</br> | '''Power Staff''': as a power sword but build on a quarterstaff (Restricted).</br> | ||
− | '''Power Sword''' | + | '''Power Sword''': these are swords that have advanced generators components built within the weapons handle and along the blade itself that can create a powerful force-field like effect. When activated its field acts as a super cutter that can inflict damage against structures (Military).</br> |
'''Vibro-Dagger''': this weapon has a monofilament wire embedded along the edge of the blade that when activated vibrates on a microscopic scale but allowing it to cut through most material with easy. When powered there is a distinctively loud buzzing (Restricted).</br> | '''Vibro-Dagger''': this weapon has a monofilament wire embedded along the edge of the blade that when activated vibrates on a microscopic scale but allowing it to cut through most material with easy. When powered there is a distinctively loud buzzing (Restricted).</br> | ||
'''Vibro-Spear''': as a vibro-dagger but fitted to the blade of a spear (Restricted).</br> | '''Vibro-Spear''': as a vibro-dagger but fitted to the blade of a spear (Restricted).</br> | ||
Line 1,059: | Line 969: | ||
'''Brass Knuckles''': are a piece of metal shaped to fit around one’s knuckles to enhance your punching.</br> | '''Brass Knuckles''': are a piece of metal shaped to fit around one’s knuckles to enhance your punching.</br> | ||
'''Collapsible Baton''': this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).</br> | '''Collapsible Baton''': this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).</br> | ||
− | ''' | + | C'''ombat Knife''': an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage when used in such a way but becomes 2-handed).</br> |
− | '''Pain | + | '''Pain Pod''': somewhat illegal in most civilized areas, this evil weapons can deliver painful electrical jolts to their target and a favored weapon of pirates and slavers. (Restricted).</br> |
'''Solid Core Staff''': a dense metal core quarterstaffs that can strike with considerable force.</br> | '''Solid Core Staff''': a dense metal core quarterstaffs that can strike with considerable force.</br> | ||
'''Shock Gloves''': these deliver a powerful electrical shocks that can stun a target with a punch.</br> | '''Shock Gloves''': these deliver a powerful electrical shocks that can stun a target with a punch.</br> | ||
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| Collapsible baton* || 25 || 1d4 bludgeoning || 1 || Finesse, holdout, light | | Collapsible baton* || 25 || 1d4 bludgeoning || 1 || Finesse, holdout, light | ||
|- | |- | ||
− | | Combat | + | | Combat Knight* || 50 || 1d6 piercing or slashing || 1 || Finesse, light, UM |
|- | |- | ||
− | | Pain | + | | Pain prob || 200 || 1d6 lightning || 2 || Finesse, light, painful, reload (pc/B), stun (15), touch |
|- | |- | ||
| Solid-core staff* || 75 || 1d8 bludgeoning || 7 || Heavy, versatile (1d10) | | Solid-core staff* || 75 || 1d8 bludgeoning || 7 || Heavy, versatile (1d10) | ||
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'''Palm Pistol''': these are light, easily concealable auto-loading slug-throwing pocket pistols.</br> | '''Palm Pistol''': these are light, easily concealable auto-loading slug-throwing pocket pistols.</br> | ||
'''Derringer''': a two barreled (one on top of the other) break-barrel loader pocket pistol.</br> | '''Derringer''': a two barreled (one on top of the other) break-barrel loader pocket pistol.</br> | ||
− | '''Revolver''' | + | '''Revolver''': a simple repeating handgun with six revolving cylinder.</br> |
'''Heavy Revolver''': a heavy version of the standard revolver.</br> | '''Heavy Revolver''': a heavy version of the standard revolver.</br> | ||
− | '''Autoloader Pistol''' | + | '''Autoloader Pistol''': a light semi-automatic pistol, fairly cheap and reliable and popular for self-defense.</br> |
'''Heavy Autoloader''': a high caliber semi-automatic pistol often used by law enforcement and the military forces.</br> | '''Heavy Autoloader''': a high caliber semi-automatic pistol often used by law enforcement and the military forces.</br> | ||
− | '''Hand Cannon''' | + | '''Hand Cannon''': a five cylinder, heavy caliber revolver popular with bounty hunters and big game hunters due to its high stopping power (Restricted).</br> |
'''Shotgun Pistol''': this two barreled (over-under or side-by-side) pistol fires shotgun rounds.</br> | '''Shotgun Pistol''': this two barreled (over-under or side-by-side) pistol fires shotgun rounds.</br> | ||
− | '''Machine Pistol''' | + | '''Machine Pistol''': a light, fully automatic pistol (Restricted).</br> |
− | '''Splinter Pistol''': This weapons use advantage ballistic rounds that ‘splinter’ on impact, something like hollow-point rounds, but possess a denser core that splints the round at designated points and tears through the target’s flesh with superior power (Military).</br> | + | '''Splinter Pistol''': This weapons use advantage ballistic rounds that ‘splinter’ on impact, something like hollow-point rounds, but possess a denser core that splints the round at designated points and tears through the target’s flesh with superior power. Add bludgeoning to their damage type (Military).</br> |
'''Caseless Pistol''': the rounds of this semi-automatic pistol are consumed when the weapon fires, allowing additional ammunition to be fitted into the magazine clip and for a more compact firearm (as it does not require the ejector mechanism, etc.) (Restricted)</br> | '''Caseless Pistol''': the rounds of this semi-automatic pistol are consumed when the weapon fires, allowing additional ammunition to be fitted into the magazine clip and for a more compact firearm (as it does not require the ejector mechanism, etc.) (Restricted)</br> | ||
'''Stun Pistol''': this non-lethal pistol is popular with the non-violent or those who want prisoners.</br> | '''Stun Pistol''': this non-lethal pistol is popular with the non-violent or those who want prisoners.</br> | ||
'''Coil Pistol''': this pistol uses advanced magnetic coils to accelerate a metal round at supersonic speeds.</br> | '''Coil Pistol''': this pistol uses advanced magnetic coils to accelerate a metal round at supersonic speeds.</br> | ||
'''Holdout Laser''': a pocket laser pistol, firing concentrated light beam.</br> | '''Holdout Laser''': a pocket laser pistol, firing concentrated light beam.</br> | ||
− | '''Laser Pistol''' | + | '''Laser Pistol''': standard laser pistol, popular throughout society.</br> |
'''Blaster Pistol''': packing more punch via particle acceleration, the blaster pistol is popular with most militaries (Restricted).</br> | '''Blaster Pistol''': packing more punch via particle acceleration, the blaster pistol is popular with most militaries (Restricted).</br> | ||
'''Reever Pistol''': pistol that fires necrotic rays that literally rotting living flesh off the target’s bones. Affected targets cannot benefit from healing until the start of your next turn and require a '''DC15''' Constitution saving throw or lower their maximum Hit Point total by the amount of damage they just suffered. These lost hit points can only be restore during a long rest at ½ the normal rate (Illegal).</br> | '''Reever Pistol''': pistol that fires necrotic rays that literally rotting living flesh off the target’s bones. Affected targets cannot benefit from healing until the start of your next turn and require a '''DC15''' Constitution saving throw or lower their maximum Hit Point total by the amount of damage they just suffered. These lost hit points can only be restore during a long rest at ½ the normal rate (Illegal).</br> | ||
− | '''Posion Ray Pistol''' | + | '''Posion Ray Pistol''': an fairly illegal weapon that fires concentrated rays of posion energy at its foes (Illegal)</br> |
'''Grenade Launcher (GL) Pistol''': a one-shot break-barrel pistol that can be loaded with a variety of rifled grenades and fired for distance (Military).</br> | '''Grenade Launcher (GL) Pistol''': a one-shot break-barrel pistol that can be loaded with a variety of rifled grenades and fired for distance (Military).</br> | ||
'''Air Dart Pistol''': this specially designed semi-automatic pistol fires small needles via air compression (including in the clip). They inflict no damage but can deliver any medical or toxic injections.</br> | '''Air Dart Pistol''': this specially designed semi-automatic pistol fires small needles via air compression (including in the clip). They inflict no damage but can deliver any medical or toxic injections.</br> | ||
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'''Screamer''': firing concentrated sounds at extremely high decibels, this weapon literally rips flesh apart. (Restricted).</br> | '''Screamer''': firing concentrated sounds at extremely high decibels, this weapon literally rips flesh apart. (Restricted).</br> | ||
'''Restraint Pistol''': this heavy pistols fires a super-tech, ultra-fast hardening goo that restrains a target in place.</br> | '''Restraint Pistol''': this heavy pistols fires a super-tech, ultra-fast hardening goo that restrains a target in place.</br> | ||
− | '''Plasma Pistol''' | + | '''Plasma Pistol''': heavy pistol firing devastating concentrated plasma bolts. (Military) |
{| class="wikitable" | {| class="wikitable" | ||
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| Machine pistol* || 450 || 1d8 piercing || 50/250 || 3 || Auto, light, reload (30m) | | Machine pistol* || 450 || 1d8 piercing || 50/250 || 3 || Auto, light, reload (30m) | ||
|- | |- | ||
− | | Splinter pistol || 1,000 || 1d12 splinter || 50/250 || 3 || DT, reload (13m) | + | | Splinter pistol* || 1,000 || 1d12 splinter || 50/250 || 3 || DT, reload (13m) |
|- | |- | ||
| Caseless pistol || 700 || 1d8 piercing || 50/250 || 2 || Auto, DT, light, reload (30m) | | Caseless pistol || 700 || 1d8 piercing || 50/250 || 2 || Auto, DT, light, reload (30m) | ||
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'''Semi-Automatic Rifle''': fairly popular rifle with hunters and colonists for home defense due to cost.</br> | '''Semi-Automatic Rifle''': fairly popular rifle with hunters and colonists for home defense due to cost.</br> | ||
'''Submachine Gun''': a fully automatic light rifled weapon to spray your foes with bullets.</br> | '''Submachine Gun''': a fully automatic light rifled weapon to spray your foes with bullets.</br> | ||
− | '''Assault Rifle''' | + | '''Assault Rifle''': a heavier version of a SMG, a standard military weapon for mercenaries (Restricted).</br> |
− | '''Combat Shotgun''' | + | '''Combat Shotgun''': a fully automatic rifled shotgun (Restricted).</br> |
'''Caseless Rifle''': as with the caseless pistol (Restricted).</br> | '''Caseless Rifle''': as with the caseless pistol (Restricted).</br> | ||
'''Sniper Rifl'''e: build with advanced sights and scope, this is a military semi-automatic rifle (Restricted).</br> | '''Sniper Rifl'''e: build with advanced sights and scope, this is a military semi-automatic rifle (Restricted).</br> | ||
'''Heavy Sniper Rifle''': a heavier caliber sniper rifle (Military).</br> | '''Heavy Sniper Rifle''': a heavier caliber sniper rifle (Military).</br> | ||
'''Splinter Rifle''': a heavier version of the splinter pistol (Military).</br> | '''Splinter Rifle''': a heavier version of the splinter pistol (Military).</br> | ||
− | '''Railgun''' | + | '''Railgun''': uses advanced magnetic coil accelerators to fire rounds at hypersonic speeds (Military).</br> |
− | '''Grenade Launcher''': a semi-automatic grenade launcher with internal clip with a pump action reload feature (Military). | + | '''Grenade Launcher''': a semi-automatic grenade launcher with internal clip with a pump action reload feature (Military). |
'''Sonic Stunner''': a non-lethal rifle version of the stunner, popular with law-enforcement.</br> | '''Sonic Stunner''': a non-lethal rifle version of the stunner, popular with law-enforcement.</br> | ||
'''Laser Carbine''': very popular, the laser carbine is light enough to be used by most creatures.</br> | '''Laser Carbine''': very popular, the laser carbine is light enough to be used by most creatures.</br> | ||
'''Laser Rifle''': standard issue military combat laser (Restricted).</br> | '''Laser Rifle''': standard issue military combat laser (Restricted).</br> | ||
'''Sniper Laser Rifle''': somewhat delicate laser rifles with enhanced sights for accuracy and range. (Military).</br> | '''Sniper Laser Rifle''': somewhat delicate laser rifles with enhanced sights for accuracy and range. (Military).</br> | ||
− | '''Blaster Rifle''' | + | '''Blaster Rifle''': heavy particle acceleration rifles. (Military).</br> |
A'''ssault Blaster Rifle''': a fully automatic, medium squad support blaster rifle. (Military).</br> | A'''ssault Blaster Rifle''': a fully automatic, medium squad support blaster rifle. (Military).</br> | ||
'''Cold Gun''': fire a freezing ray of cold that can inhibit target’s speed (as well as kill them) (Restricted).</br> | '''Cold Gun''': fire a freezing ray of cold that can inhibit target’s speed (as well as kill them) (Restricted).</br> | ||
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| Heavy sniper rifle* || 1,500 || 2d10 piercing || 300/2,500 || 18 || Bulky, DT, feed (5i), heavy | | Heavy sniper rifle* || 1,500 || 2d10 piercing || 300/2,500 || 18 || Bulky, DT, feed (5i), heavy | ||
|- | |- | ||
− | | Splinter rifle || 1,400 || 2d8 splinter || 200/1,000 || 11 || Auto, burst, DT, heavy, reload (40m) | + | | Splinter rifle* || 1,400 || 2d8 splinter || 200/1,000 || 11 || Auto, burst, DT, heavy, reload (40m) |
|- | |- | ||
| Railgun || 8,000 || 2d8 piercing || 300/1,500 || 20 || AP, heavy, magnetic, reload (10m) | | Railgun || 8,000 || 2d8 piercing || 300/1,500 || 20 || AP, heavy, magnetic, reload (10m) | ||
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'''Rocket Launcher''': one-shot/use weapon is fired directly at a vehicles. Against Large sized targets or smaller have advantage on their save.</br> | '''Rocket Launcher''': one-shot/use weapon is fired directly at a vehicles. Against Large sized targets or smaller have advantage on their save.</br> | ||
'''Lasgun''': a heavy, semi-portable laser rifle for assault and infantry squad support weapon.</br> | '''Lasgun''': a heavy, semi-portable laser rifle for assault and infantry squad support weapon.</br> | ||
− | '''Heavy Assault Blaster''' | + | '''Heavy Assault Blaster''': heavy fully automatic particle acceleration rifles.</br> |
'''Heavy Railgun''': a heavy railgun using advanced magnetic acceleration.</br> | '''Heavy Railgun''': a heavy railgun using advanced magnetic acceleration.</br> | ||
'''Heavy Plasma Gun''': heavier version of the plasma rifle.</br> | '''Heavy Plasma Gun''': heavier version of the plasma rifle.</br> | ||
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| Caseless machinegun || 3,000 || 2d8 piercing || 250/1,500 || 22 || Auto only, reload (500,) | | Caseless machinegun || 3,000 || 2d8 piercing || 250/1,500 || 22 || Auto only, reload (500,) | ||
|- | |- | ||
− | | Splinter machinegun || 4,000 || 2d10 splinter || 200/1,000 || 26 || Auto only, reload (300m) | + | | Splinter machinegun* || 4,000 || 2d10 splinter || 200/1,000 || 26 || Auto only, reload (300m) |
|- | |- | ||
| Anit-armor rifle || 3,500 || 3d12 piercing || 250/1,500 || 30 || AP, reload (12m) | | Anit-armor rifle || 3,500 || 3d12 piercing || 250/1,500 || 30 || AP, reload (12m) | ||
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|} | |} | ||
==== Ammunition and Powercells ==== | ==== Ammunition and Powercells ==== | ||
− | For energy weapons like lasers, they require a powercell to fire. Look under the weapons properties and then add the cost for any multiple powercells for each weapon cell. For example a Laser Rifle uses | + | For energy weapons like lasers, they require a powercell to fire. Look under the weapons properties and then add the cost for any multiple powercells for each weapon cell. For example a Laser Rifle uses B cells, so a new fully charged powercell cost 40 credits and weights 1 lbs.</br> |
For slug-throwers, magnetic coil guns, etc. they require slugs and clips.</br> | For slug-throwers, magnetic coil guns, etc. they require slugs and clips.</br> | ||
For most pistols is costs 50 credits for 100 rounds that weight around 8 lbs. New clips cost 10 credits each and weight ¼ lb. when empty. Hand Cannons ammo cost 100 credits for 100 rounds and weight 12 lbs. Speed-loading Revolver & Hand Cannon cylinders are also available for 25 credits and weigh ½ lb. each and change them from Feed to Reload (m). Most rifle rounds cost 100 credits for 100 rounds and weight 12 lbs. A new rifle magazine clip cost 15 credits and weights ¼ lb. empty. Splinter Pistol rounds cost 150 credits and weigh 10 lbs. for 100 rounds, while the Rifle version cost 250 credits and weigh 15 lbs. and machine gun splinter rounds weigh 20 lbs. and cost 400 credits for 100 rounds. Mags cost the same as normal firearms. Sniper rifle and machinegun rounds cost 150 credits for 100 and weigh 15 lbs. New sniper magazine clips are 10 credits and weight ¼ lb. empty. Heavy machineguns, autocannons and chaingun ammo cost 250 credits for a 100 and weigh 25 lbs. Machineguns use belts or boxes for ammo that cost 25 credits each and weigh 1 lb. ‘empty’.</br> | For most pistols is costs 50 credits for 100 rounds that weight around 8 lbs. New clips cost 10 credits each and weight ¼ lb. when empty. Hand Cannons ammo cost 100 credits for 100 rounds and weight 12 lbs. Speed-loading Revolver & Hand Cannon cylinders are also available for 25 credits and weigh ½ lb. each and change them from Feed to Reload (m). Most rifle rounds cost 100 credits for 100 rounds and weight 12 lbs. A new rifle magazine clip cost 15 credits and weights ¼ lb. empty. Splinter Pistol rounds cost 150 credits and weigh 10 lbs. for 100 rounds, while the Rifle version cost 250 credits and weigh 15 lbs. and machine gun splinter rounds weigh 20 lbs. and cost 400 credits for 100 rounds. Mags cost the same as normal firearms. Sniper rifle and machinegun rounds cost 150 credits for 100 and weigh 15 lbs. New sniper magazine clips are 10 credits and weight ¼ lb. empty. Heavy machineguns, autocannons and chaingun ammo cost 250 credits for a 100 and weigh 25 lbs. Machineguns use belts or boxes for ammo that cost 25 credits each and weigh 1 lb. ‘empty’.</br> | ||
− | For caseless weapons, full clips must be purchased. Each costs | + | For caseless weapons, full clips must be purchased. Each costs 2 credits times the number of rounds for a full chip and the full weigh is on average ½ lb. for pistols, 1 lb. for rifles, 5 lbs. for a machinegun and 30 lbs. for a heavy machinegun.</br> |
Capsicum cartridge cost 25 credits each and weigh ¼ lb.</br> | Capsicum cartridge cost 25 credits each and weigh ¼ lb.</br> | ||
A full clip for a Needler pistol cost 100 credits and weighs ¼ lb. and a rifle cost 250 credits at ½ lb. (and they are Illegal).</br> | A full clip for a Needler pistol cost 100 credits and weighs ¼ lb. and a rifle cost 250 credits at ½ lb. (and they are Illegal).</br> | ||
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'''SPECIAL AMMUNTION'''</br> | '''SPECIAL AMMUNTION'''</br> | ||
− | + | One advantage that the basic slug throwers have is that they can use a variety of different types of slugs in the weapon. These modifiers can also be applied to bow’s arrows or a crossbow’s bolts but assume that each special arrow or bolt has a base costs one credits for each. | |
*'''Acid Slug''': deal +1d6 acid damage to base damage. On the following round the target suffers another 1d6 acid damage. Cost is 25 times the normal cost. (Restricted) | *'''Acid Slug''': deal +1d6 acid damage to base damage. On the following round the target suffers another 1d6 acid damage. Cost is 25 times the normal cost. (Restricted) | ||
*'''Adamantine Rounds''': dense heavy-core rounds for heavy autoloaders, hand canons, shotguns, and rifles (and arrow and bolt). Ten times the cost per round and add the AP property to the weapon. | *'''Adamantine Rounds''': dense heavy-core rounds for heavy autoloaders, hand canons, shotguns, and rifles (and arrow and bolt). Ten times the cost per round and add the AP property to the weapon. | ||
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'''INJECTOR ROUNDS'''</br> | '''INJECTOR ROUNDS'''</br> | ||
− | These rounds are fired from an Air firearms, but can also be delivered through a hypospray injector or syringe (see Medical | + | These rounds are fired from an Air firearms, but can also be delivered through a hypospray injector or syringe (see Medical gear). Huge sized creatures and larger along with anyone in an Exo-suit or with an active Energy Shield is immune to these rounds. Large size creatures and anyone wearing Heavy armor impose disadvantage on Air Pistil attacks. Injectors do not work on undead or incorporate creatures. All injected drugs are considered analogy except Detonator nanites.</br> |
*'''Detonator''': This injection introduces nanites into the subject that are programed to activate based on parameters you set before injection. As a reaction to a condition you determine, the target takes 3d6 necrotic damage and gain the Poisoned condition until the end of its next round, '''DC18''' Constitution for half and not suffer the '''''Poisoned''''' condition. Cost 25 credits dose (Military). | *'''Detonator''': This injection introduces nanites into the subject that are programed to activate based on parameters you set before injection. As a reaction to a condition you determine, the target takes 3d6 necrotic damage and gain the Poisoned condition until the end of its next round, '''DC18''' Constitution for half and not suffer the '''''Poisoned''''' condition. Cost 25 credits dose (Military). | ||
*'''Fear''': A psychotropic that makes the subject see the thing it most fears all around it. The subject makes a '''DC15''' Constitution save or gains the '''''Frightened''''' conditions which includes all friends and foes. At the end of its turn the subject makes another Constitution save, success means it recovers, otherwise it remains frightened until the save is made. Cost 50 credits dose (Illegal). | *'''Fear''': A psychotropic that makes the subject see the thing it most fears all around it. The subject makes a '''DC15''' Constitution save or gains the '''''Frightened''''' conditions which includes all friends and foes. At the end of its turn the subject makes another Constitution save, success means it recovers, otherwise it remains frightened until the save is made. Cost 50 credits dose (Illegal). | ||
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'''Bipod'''*: for heavy weapons mount. Takes 1 action to set up or take down. Medium sized creature not at disadvantage for firing Heaving weapons. Wt. 10lbs, Cost 50 credits.</br> | '''Bipod'''*: for heavy weapons mount. Takes 1 action to set up or take down. Medium sized creature not at disadvantage for firing Heaving weapons. Wt. 10lbs, Cost 50 credits.</br> | ||
'''Concealed Hostler'''*: Shoulder or hip holster that hides under a coat (+4 equipment bonus to users’ Stealth to hide a pistols or melee weapon on himself). Has space for 4 extra clips. Wt. ½lb, Cost 50 credits.</br> | '''Concealed Hostler'''*: Shoulder or hip holster that hides under a coat (+4 equipment bonus to users’ Stealth to hide a pistols or melee weapon on himself). Has space for 4 extra clips. Wt. ½lb, Cost 50 credits.</br> | ||
− | '''Enhanced Sights'''*: These sights doubles the weapon range (a 50/200 becomes 100/400) but only with the Aim maneuver. Cost 250 credits | + | '''Enhanced Sights'''*: These sights doubles the weapon range (a 50/200 becomes 100/400) but only with the Aim maneuver. Cost 250 credits.</br> |
'''Expanded Magazine'''*: slug throwers only. Double the shots available for weapons with magazine. This also doubles the weight of the clip. Doubles the reload Move cost. Triple clip cost (not available for revolvers or their speed loaders).</br> | '''Expanded Magazine'''*: slug throwers only. Double the shots available for weapons with magazine. This also doubles the weight of the clip. Doubles the reload Move cost. Triple clip cost (not available for revolvers or their speed loaders).</br> | ||
− | '''FOF Limiter''': a smartgun upgrade is capable of avoiding friendly targets. When making autofire area of affect attacks exclude any squares that contain friendly creatures. The allies must be programmed into the system. Takes 5 minutes and a '''DC10''' Computer Use Skill for each ally added. Wt. +2lbs, Cost 1,500 credits | + | '''FOF Limiter''': a smartgun upgrade is capable of avoiding friendly targets. When making autofire area of affect attacks exclude any squares that contain friendly creatures. The allies must be programmed into the system. Takes 5 minutes and a '''DC10''' Computer Use Skill for each ally added. Wt. +2lbs, Cost 1,500 credits.</br> |
− | + | ''Forearm Weapon Mount'''*: a hands-free attachment allowing the use of one light one-handed weapon (melee or firearm). Wt. +2lbs, Cost 200 credits.</br> | |
'''Hidden Arm Sling'''*: Auto-draw sling for a light pistol or knife. Does not count as an item manipulation to draw and hidden under sleeve (+4 equipment bonus to Stealth to hide from others seeing it when not employed). Wt. ½lb, Cost 150 credits.</br> | '''Hidden Arm Sling'''*: Auto-draw sling for a light pistol or knife. Does not count as an item manipulation to draw and hidden under sleeve (+4 equipment bonus to Stealth to hide from others seeing it when not employed). Wt. ½lb, Cost 150 credits.</br> | ||
'''Hotshot''': blasters, laser and plasma weapons only. Supercharges the weapon, causing it to burn through more charges to increase the damage. Adds +1d8 to base damage (i.e. and laser carbine would deal base 1d10+1d8 damage) using 5 charges each attack. Wt. +1lb, triple the base weapons cost. To add a selector (allowing normal damage/charges and hotshot, changing between the two requires 15ft of movement), the cost is instead times ten (Military).</br> | '''Hotshot''': blasters, laser and plasma weapons only. Supercharges the weapon, causing it to burn through more charges to increase the damage. Adds +1d8 to base damage (i.e. and laser carbine would deal base 1d10+1d8 damage) using 5 charges each attack. Wt. +1lb, triple the base weapons cost. To add a selector (allowing normal damage/charges and hotshot, changing between the two requires 15ft of movement), the cost is instead times ten (Military).</br> | ||
'''Melee Attachment'''*: melee weapon under-mount (think bayonet). Wt. +½lb, Cost 50 credits.</br> | '''Melee Attachment'''*: melee weapon under-mount (think bayonet). Wt. +½lb, Cost 50 credits.</br> | ||
− | '''Motion Predictor''': complex target-tracking cogitator. Autofire weapon only. Disadvantage for others to make their Dexterity save against AOE attack and allows the users to use its reaction to make an Opportunity attack within ½ the base range of the weapon. Wt. +1lb, Cost 2,500 credits | + | '''Motion Predictor''': complex target-tracking cogitator. Autofire weapon only. Disadvantage for others to make their Dexterity save against AOE attack and allows the users to use its reaction to make an Opportunity attack within ½ the base range of the weapon. Wt. +1lb, Cost 2,500 credits.</br> |
− | '''Recoil Gloves''': advanced grav glove ignore Double-Tap penalty and Burst Fire and reduces Auto-fire to -3 (none if braced). Wt. 2lb, Cost 1,500 credits for each hand (pistols and rifles only | + | '''Recoil Gloves''': advanced grav glove ignore Double-Tap penalty and Burst Fire and reduces Auto-fire to -3 (none if braced). Wt. 2lb, Cost 1,500 credits for each hand (pistols and rifles only).</br> |
− | '''Red-Dot Laser Sight''': ranged weapon attacks within a weapon’s base range (i.e. not long range) adds +2 damage. Wt. +½lb, Cost 150 credits | + | '''Red-Dot Laser Sight''': ranged weapon attacks within a weapon’s base range (i.e. not long range) adds +2 damage. Wt. +½lb, Cost 150 credits.</br> |
'''Silencer'''*: Can be attached to most slug thrower weapons only but not shotguns or revolvers. Disadvantage on '''DC15''' Perception checks to hear the gun fire but only with semi-auto fire (single shot or double-tap). Does not work for revolvers or shotguns (Restricted). Wt. ½lb, Cost 500 credits.</br> | '''Silencer'''*: Can be attached to most slug thrower weapons only but not shotguns or revolvers. Disadvantage on '''DC15''' Perception checks to hear the gun fire but only with semi-auto fire (single shot or double-tap). Does not work for revolvers or shotguns (Restricted). Wt. ½lb, Cost 500 credits.</br> | ||
− | '''Suppressor'''*: Can be attached to most slug thrower weapons only | + | '''Suppressor'''*: Can be attached to most slug thrower weapons only. Disadvantage on '''DC15''' Perception checks to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted). Wt. ½lbs, Cost 500 credits.</br> |
− | '''Variable Tanks''': for flame weapons only. Triple the cost of the flamer base powercell cost of the special canisters for the various damage effects. Note also that the powercells only provide ½ the normal shots. These special powercells can contain any ONE of the following | + | '''Variable Tanks''': for flame weapons only. Triple the cost of the flamer base powercell cost of the special canisters for the various damage effects. Note also that the powercells only provide ½ the normal shots. These special powercells can contain any ONE of the following effects… |
: * '''''Liquid Nitrogen''''': change damage to cold and add property Cold. Targets who failed their save also move at ½ their base Speed (round to the nearest 5ft) until the end of their next round. | : * '''''Liquid Nitrogen''''': change damage to cold and add property Cold. Targets who failed their save also move at ½ their base Speed (round to the nearest 5ft) until the end of their next round. | ||
: * '''''Corrosive''''': change damage to acid and add property AP. Also the weapon deals ½ of the original damage against the target the following round. | : * '''''Corrosive''''': change damage to acid and add property AP. Also the weapon deals ½ of the original damage against the target the following round. | ||
: * '''''Toxin''''': change the damage to poison and requires the target to make a Constitution save vs. the damage dealt or gain the '''''Poisoned''''' condition for 1d6 rounds. | : * '''''Toxin''''': change the damage to poison and requires the target to make a Constitution save vs. the damage dealt or gain the '''''Poisoned''''' condition for 1d6 rounds. | ||
: * '''''Adhesive''''': non-damage affect but still roll the damage. This is the DC that all subject in the area of affect must make Strength saves against or gain the Restrained condition. They can make a new save at the end of their turn against the same DC to end the condition. | : * '''''Adhesive''''': non-damage affect but still roll the damage. This is the DC that all subject in the area of affect must make Strength saves against or gain the Restrained condition. They can make a new save at the end of their turn against the same DC to end the condition. | ||
− | '''Weapon Gimble''': a harness that allows a medium sized creature to fire a Heavy Weapons without disadvantage (still at disadvantage if attacker moves and attacks in the same round). It does have the draw-back of reducing the wearer’s speed by 10 feet. Wt. +25lbs, Cost 250 credits | + | '''Weapon Gimble'''*: a harness that allows a medium sized creature to fire a Heavy Weapons without disadvantage (still at disadvantage if attacker moves and attacks in the same round). It does have the draw-back of reducing the wearer’s speed by 10 feet. Wt. +25lbs, Cost 250 credits. |
=== GRENADES and EXPLOSIVES === | === GRENADES and EXPLOSIVES === | ||
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'''''Mortars''''' are really just big grenades with a range of 150/1,000. Add +2d weapon dice to damage, four times the weight, triple the AOE and ten times the cost (i.e. a Fragmentation mortar deals 4d8 explosive damage, weighs 4lbs, AOE of 30ft, costs 250 credits each). They share all other features of grenades and launchers (including setting fusses, etc.). Generally because of the range, Mortar operators often rely on forward observes relying coordinates to them. This is a Perception check by the forward observer and an Insight check by the attacker with the following DC - direct communications between both 12 each, some interference 15 each. If these rolls are made they can ignore the indirect penalty. If one is made then indirect penalty applies, if both fail they the round is wasted and falls short/long (auto miss). | '''''Mortars''''' are really just big grenades with a range of 150/1,000. Add +2d weapon dice to damage, four times the weight, triple the AOE and ten times the cost (i.e. a Fragmentation mortar deals 4d8 explosive damage, weighs 4lbs, AOE of 30ft, costs 250 credits each). They share all other features of grenades and launchers (including setting fusses, etc.). Generally because of the range, Mortar operators often rely on forward observes relying coordinates to them. This is a Perception check by the forward observer and an Insight check by the attacker with the following DC - direct communications between both 12 each, some interference 15 each. If these rolls are made they can ignore the indirect penalty. If one is made then indirect penalty applies, if both fail they the round is wasted and falls short/long (auto miss). | ||
− | DESCRIPTIONS | + | DESCRIPTIONS |
− | + | Concussion: light explosive using air pressure as well as shrapnel to disrupt enemy lines. | |
− | + | Smoke: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster. | |
− | + | Fragmentation: deadly antipersonnel explosives with hundreds of steel flechettes (Military). | |
− | + | Photo-Flash: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted). | |
− | + | Riot: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and halves Movement (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Restricted). | |
− | + | Tangler: these grenades release an inky super adhesive substance within their area of affect. Anyone who fails their save gains the Restrained condition. Each round after that as an action they can attempt to escape with a Strength saving throw vs. the same DC. Success means they have pull themselves free and are not Restrained. | |
− | + | HEAT: high-explosive, anti-tank explosives (Military). | |
− | + | EMP: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Effects all technology that employs a powercell. Device holder and golems require an Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Vehicle operators can make a Dexterity or Intelligence save (but max ability modifier the same as the max for AC bonuses). Huge vehicles and larger, are immune vs. grenades, while mortar rounds will effect up to Colossal size. Vehicles are at a disadvantage for all operations for 1d4 minutes. A DC20 Intelligence (Mechanic) check will restore power to a device as an action. | |
− | + | Cryo: super-cooling gas released that not only damages but can also slow targets movement for those who failed their saves (Restricted). | |
− | + | Electrical: releasing a powerful electrical discharge that can also fry advanced devices (Restricted). | |
− | + | Flame: specialized semi-adhesive gel that burns in the radius for 2d6 rounds after the explosive is set. As with the Flame weapon property, targets who fail their save also catch fire. Anyone starting their turn or moving through the area (counts as difficult terrain) must make a save or also suffer the damage and have a chance of catching fire (if they fail their save) (Military). | |
− | + | Geode: advanced frag grenades that release sharpened adamantine flechette shards (Military). | |
− | + | Toxic: releasing lethal and illegal poisonous toxic gases. Failure results in the damage and the target gaining the Poisoned condition, with a successful save taking only ½ damage and not poisoned. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the poisoned condition also takes the listed damage at the start of its turn. They can make a new save at the same DC at the end of their turn. Success means they are no have the poisoned condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who does not have the poisoned condition that starts its turn in the area must make a save or suffer effects as listed above (Military and Illegal). | |
− | + | Hallucinogenic: powerful hallucinate gases that disorient living targets. Failed save the target acts as if under the Confusion spell (PHB pg. 224) and gains the Frightened condition. Each round afterwards, at the end of its turn, a target can make a new save to remove the condition BUT only after two rounds of successful saving throws! After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as listed above (Military and Illegal). | |
− | + | Virus: these illegal grenades release a necrotic toxin that literally melts living flesh but has no effect on anything not alive. Failure results in the damage and the target gaining the Paralyzed condition, with a success taking ½ damage and not paralyzed. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anyone with the paralyzed condition takes the listed damage each round after that. They can make a new save at the same DC at the end of their turn. Success means they are no have the condition. The gas lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions (and ½ the damage) as listed above (Military and Illegal). | |
− | + | Plasma: one of the most powerful hand grenade created (Military). | |
− | Charge Pack: this bomb has a fairly simply timer set (advantage on Mechanics check) (Restricted). | + | Charge Pack: this bomb has a fairly simply timer set (advantage on Mechanics check) (Restricted). |
− | + | Mining Pack: pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted). | |
− | + | Anti-Armor Pack: specialized bomb with an adhesive pull-stripe that can stick to almost any surface (Military). | |
{| class="wikitable" | {| class="wikitable" | ||
| '''GRENADES''' || '''DAMAGE''' || ''SAVE''' || '''AREA''' || '''WT''' || '''COST''' || '''PROERTIES''' | | '''GRENADES''' || '''DAMAGE''' || ''SAVE''' || '''AREA''' || '''WT''' || '''COST''' || '''PROERTIES''' | ||
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=== ARMOR === | === ARMOR === | ||
− | + | DESCRIPTIONS</br> | |
− | + | Synthetic Weave: through the predecessor to advanced aromatic polyamides this full body armor provides light protection.</br> | |
− | + | Armored Longcoat: an armored dusker or trenchcoat worn by cheap gangers and anyone wanted to look a little shady.</br> | |
− | + | Light Flak Vest: a light but resistant compressed ballistic cloth flak that protects the user’s chest area. </br> | |
− | + | Spider-Silk Suit: Computer-controlled looms weave super thin synthetic silk into an extremely flexible nylon. When struck with any attack, the spider silk resists as hard as steel but will more flexibility than soft rubber. The wearer is also resistance to piercing and slashing damage from non-magic (or AP) weapons.</br> | |
− | + | Synskin Chameleon Suit: this light but extremely advanced synthetic weave full body armor offers the galaxies best stealth system available. While powered the wearer is Invisible (PHB) for up to five minutes with its B powercell. Even when not using this feature the user has advantage on Dexterity (Stealth) checks and can attempt to hide and even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a Stealth roll otherwise).</br> | |
− | + | Void Suit: these suits are heavier and bulky then non-armored skinsuits that includes all the features of one but offer better protection from harsh environments (immunity to dangerous and extreme radiation, Resistances and advantage on saving throws against Deadly radiation). The C battery provides life support for 24 hours of continual use.</br> | |
− | + | Ballistic Cloth: advanced Kevlar cloth armor body protections.</br> | |
− | + | Armored Flight Suit: this full body suit uses heavier synthetic weave cloth but also includes pressure sensors to aid the wearer during high-g maneuver (in aerial combat). The wearer has advantage on Constitution saves against high pressure environment and the two B batteries provide 12 hours of vacuum life support (as a Skinsuit). The helmet includes a basic HUD and a basic comlink.</br> | |
− | + | Scout Armored Suit: reinforced ballistic cloth full body armor that allows for maximum movement and superior protection. Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.</br> | |
− | + | Force Body Vest: a rigid hardened force chest and back plate.</br> | |
− | + | Blinder-Mail: this resembles a lightened version of the mithril carbide armor. It incorporates a holographic camouflage net that can alter the physical properties of the suit to resemble nearly any terrain it is using. When the unit is activated the wearer has advantage on Dexterity (Stealth) checks and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, just a normal roll). The stealth feature lasts up to one hour of continuous use on a C powercell. When not in use the wearer does not suffer disadvantage with stealth.</br> | |
− | + | Aramid Combat Suit: the combat suit employs and blends harder materials, rigid plates and flexible aramids. Additional layers of nylon separate staggered sheets of thin polymer plastic. | |
− | + | Aramid Survival Suit: as the combat suit but includes sealed environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). The Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The helm includes Ether-Eyes visors (see below) and a basic comlink.</br> | |
− | + | Combat Void Armor: this is an armored void suit and incorporates all of the features of one with the added benefit of rigid armor plating and superior ballistic cloth blends. Includes the same environmental features as a Void suit.</br> | |
− | + | Nanotech Armor: this suit uses molecule-sized machines to alter the composition of the suit at the instant of impact. Usually, the combat suit remains elastic and comfortable. Anytime any impact occurs, the micromachines react with a response time of less than 0.035 seconds. The impact point becomes immediately inflexible and solid, deflecting the attack. The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons. The suits nanobits also have the effect of negating critical hits causes by any of the damage types listed above (even magical and AP version).</br> | |
− | |||
− | + | Flak Longcoat: this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind.</br> | |
− | + | Carbide Armor: Super-strong plates of tungsten carbide are strapped inside a flexible nylon suit to offer remarkable stopping power. However, these plates are heavy and significantly reduce the user’s flexibility.</br> | |
− | + | Tactical Body Armor: This is a slightly detuned version of the full combat plate armor. It offers similar protection in a lighter package. It sacrifices several of its carbide/adamantine plates to make the suit less expensive for those on a budget, and does not have the advanced systems.</br> | |
− | + | Advanced Wastelander: this armor is enhanced tactical body armor that provides additional environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.). Environmental systems adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. The suit also offers Resistance to fire and cold damage.</br> | |
− | + | Tech-Mail: one of the most advanced non-power armored material crafted, the mail appears somewhat like a suit of ancient chainmail or ringmail with overlapping metal discs. This discs, comprised of silicon, ceramic and adamantine, which spread the impact across the entire body providing superior protection. The suit offers resistance to lightning, fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons.</br> | |
− | + | Force Combat Plate: the full combat suit is a mixture of aramid padding and adamantine plates in water-resistant layers of nylon and metallic fibers covered by patterned camouflage. It offers an insulated backpack-mounted computer system that controls various systems on the suit. The helmet provides Darkvision out to 120 feet, provides +2 bonus to Dexterity (Stealth) but still at a disadvantage. The suits targeting HUD provides +2 bonus to damage rolls with ranged attacks (as Red-Dot laser, does not stack). The suit offers resistance to fire and cold damage along with bludgeoning and slashing damage from nonmagical (and AP) weapons.</br> | |
− | |||
− | + | Riot Shield: This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can grant ½ cover with the shield for one adjacent ally until the beginning of his next round (so long as they do not move).</br> | |
− | + | Boarding Shield: Designed for forward boarding actions on starship or breaching fortifications, the shield incorporates a clear-metal view port at users’ eye level along with maglock anchors that allow it to be set as a fixed point as an action that would provide one medium sized creature with ¾ cover and up to four additional medium sized creatures ½ cover from one direction. It also takes an action to un-anchor the maglock. As a bonus action the user can grant ½ cover with the shield for one adjacent ally until the beginning of his next round (so long as they do not move). As a reaction, the user can also impose disadvantage against one melee attack directed against it or an adjacent target.</br> | |
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− | EXO-ARMOR | + | EXO-ARMOR – Wearer gains Resistance to all non-AP damage. Each set have a certain Hardness rating. This is the same as with Vehicles; the Hardness rating is reduces the damage the armor suffers, before applying Resistance. The wearer then suffer any remaining damage. Exo armor include the skinsuits life support while the suit has power and come with a standard comlink and dataslate intergraded into the suits, with basic HUD displays to the faceshield. It takes a full round action to enter or exit exo-armor suit. While powered the weight of the suit has no effect on the wearer’s encumbrance.</br> |
− | Wearer gains Resistance to all non-AP damage. Each set have a certain Hardness rating. This is the same as with Vehicles; the Hardness rating is reduces the damage the armor suffers, before applying Resistance. The wearer then suffer any remaining damage. Exo armor include the skinsuits life support while the suit has power and come with a standard comlink and dataslate intergraded into the suits, with basic HUD displays to the faceshield. It takes a full round action to enter or exit exo-armor suit. While powered the weight of the suit has no effect on the wearer’s encumbrance.</br> | + | Utility Powered Exoskeleton: this heavy suits offer little protection as they are not meant to be used in combat, instead acting as power lifters and cargo movers. The suits has a Hardness of 5. These suits are Large sized but are considered Huge for carrying capacity and have a base Strength of 30 (base 1,200lbs encumbrance). The armed fist of the suits deal 1d12 bludgeoning damage but all attacks are made at disadvantage (due to the suits rather slow movement for safety reasons). The suit runs for 18 hours of continual use with a single F powercell.</br> |
− | + | Scout Exoarmor: these light power suits have a Hardness of 8. The suit has a Strength value of 19, deals 1d8 bludgeoning damage unarmed and its base move Speed is 60 feet. Standard features include full environmental sealed and vacuum support and power for 12 hours on two E powercells. There is an intergraded jump pack that allows the wearer to leap up to 30 feet vertical and 45 feet horizontal. This pack runs on a separate D powercell and is good for 20 jumps before requiring a replacement. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit cannot incorporate any Super-Heavy weapons but can integrate one Heavy or any two smaller weapons into it. The suit cannot use “semi” super-heavy weapons without some time of weapon gimble, etc.</br> | |
− | + | Combat Exoarmor: standard infantry combat power armor these suits have a Hardness of 10. The suit has a Strength value of 23, deals 1d10 bludgeoning damage unarmed and its base move Speed is 45 feet. The suit is considered large sized for encumbrance (base 460lbs). Standard features include full environmental sealed and vacuum support and power for 12 hours on two E powercells. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit can incorporate one Super-Heavy, or four Heavy or any six smaller weapons into it. The suit’s reinforcements also allows it to use a “semi” Super-Heavy weapon.</br> | |
− | + | Heavy Combat Exoarmor: the heaviest exo-suits (anything bigger and you are taking about walker suits not power armor) these suits have a Hardness of 15. The suit has a Strength value of 25, deals 1d12 bludgeoning damage unarmed and its base move Speed is 30 feet. The suit is Large sized and the wearer has reach, but consider huge for encumbrance (1,000lbs). Standard features include full environmental sealed and vacuum support and power for 12 hours on two F powercells. The suit powercells are ‘Hardened’ vs. Dispel and Pincher electromagnetic attacks. The suit has Darkvision to 120 feet and advanced sensors that allow the wearer advantage on Wisdom (Perception) checks. The suit can incorporate two “semi” Super-Heavy, or six Heavy or any eight smaller weapons into it. The suit’s reinforcements also allows it to use an additional “semi” Super-Heavy weapon.</br> | |
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POSSIBLE ARMOR AND ANY APPROPIATE GEAR UPGRADE</br> | POSSIBLE ARMOR AND ANY APPROPIATE GEAR UPGRADE</br> | ||
− | * | + | *Advanced Helm Systems: Helm, includes Whisper Pin comlink, Auto-Senses (+2 Perception with sight), and Ether-eyes (Darkvision 120ft). Costs +2,000 credits +2lbs. |
− | * | + | *Energy Resistance: Add resistance to one type of following energy – acid, cold, fire, lightning or thunder. Cost +1,000 credits +10% weight (minimum 4lbs) each. |
− | * | + | *Environmentally-Seal: Can be added to full body armor or full body clothing. Adds +4 equipment bonus to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Cost +500 credits +6lbs. |
{| class="wikitable" | {| class="wikitable" | ||
| '''LIGHT ARMOR''' || '''COST''' || '''ARMOR CLASS''' || '''STR''' || '''STEALTH''' || '''WT''' || '''CELL''' | | '''LIGHT ARMOR''' || '''COST''' || '''ARMOR CLASS''' || '''STR''' || '''STEALTH''' || '''WT''' || '''CELL''' | ||
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| Combat void suit || 1,000 || 15 +Dex mod (max +2) || 12 || Disadvantage || 35 || C | | Combat void suit || 1,000 || 15 +Dex mod (max +2) || 12 || Disadvantage || 35 || C | ||
|- | |- | ||
− | | Nanotech armor || 8,000 || 16 +Dex mod (max | + | | Nanotech armor || 8,000 || 16 +Dex mod (max _2) || -- || -- || 25 || C |
|- | |- | ||
| '''HEAVY ARMOR''' | | '''HEAVY ARMOR''' | ||
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| Boarding shield || 500 || AC +3 || 12 || Disadvantage || 19 || B | | Boarding shield || 500 || AC +3 || 12 || Disadvantage || 19 || B | ||
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| '''EXO-ARMOR''' | | '''EXO-ARMOR''' | ||
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| Basic || 1,000 || 10/2A || 10 || 50 || 2 || 2 | | Basic || 1,000 || 10/2A || 10 || 50 || 2 || 2 | ||
|- | |- | ||
− | | Tactical || 5,000 || 10/B || 10 || 75 || 5 || | + | | Tactical || 5,000 || 10/B || 10 || 75 || 5 || 3 |
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− | | Dueling || 10,000 || 10/2B || 15 || 100 || 5 || | + | | Dueling || 10,000 || 10/2B || 15 || 100 || 5 || 2 |
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− | | Assault || 20,000 || 15/C || 15 || 125 || 6 || | + | | Assault || 20,000 || 15/C || 15 || 125 || 6 || 8 |
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− | | Battle || 45,000 || 15/2C || 20 || 150 || 8 || | + | | Battle || 45,000 || 15/2C || 20 || 150 || 8 || 10 |
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− | | Advanced || 100,000 || 20/ | + | | Advanced || 100,000 || 20/2C || 25 || 200 || 10 || 5 |
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|} | |} | ||
=== CLOTHING AND PROTECTIVE GEAR === | === CLOTHING AND PROTECTIVE GEAR === | ||
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=== COMMUNICATIONS AND COMPUTERS === | === COMMUNICATIONS AND COMPUTERS === | ||
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==== Hand Scanners ==== | ==== Hand Scanners ==== | ||
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=== MEDICAL GEAR AND DRUGS === | === MEDICAL GEAR AND DRUGS === | ||
− | + | === MISCELLANEOUS GEAR AND OTHER ITEMS === | |
− | + | === SECURITY GEAR === | |
− | + | ==== Counter Security ==== | |
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− | === | + | === SURVIVAL GEAR === |
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==== Light ==== | ==== Light ==== | ||
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==== Packs and Rations ==== | ==== Packs and Rations ==== | ||
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=== SPELLWARE (CYBERNETIC) === | === SPELLWARE (CYBERNETIC) === | ||
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=== GOLEM (ROBOTS) === | === GOLEM (ROBOTS) === | ||
− | + | are non-sentient robots and androids (unlike Warforged). All responded with absolute loyalty to it ‘rightful’ owners commands via voice, text, Golem Control Rig, Excortex Implant or Comlink. All come with built in comlinks (base 5 miles range). Issuing commands via text or a comlink are a full round action and it can only take the Attack, Dodge, Dash, Disengage, Hide or Use Object Actions then. All are proficient with Intelligence saves automatically. | |
GOLEMS </br> | GOLEMS </br> | ||
+ | Golems are robotic machines that that act semi-independent (limited A.I.). | ||
+ | |||
'''Assassin''': these dangerous and illegal golem models seek out targets with ruthless efficiency, unburdened by emotions or remorse. Cost 72,300 credits (Illegal); Attributes: Strength 16, Dexterity 16, Constitution N/A, Intelligence 12, Wisdom 12, Charisma 6; Proficiency Bonus +4; Save: Strength; Speed 40ft (80 MPH); AC 16 (+2); SZ: M; HD: 8; HP: 80; Proficiencies: Athletics +7, Computer Use +5, Stealth +7; Special Qualities: Walking model. Construct, Powercell 2E/96hrs, Hardness 4, Unarmed 1d6 bludgeoning, Resistant (nonmagical bludgeoning, piercing and slashing damage), Weapon Proficiency (Simply, Martial, Pistols, Rifles, Heavy Weapons), Weapon Mount (vibro-blade implant, 1d12 slashing, finesse. Concealable when not in use) | '''Assassin''': these dangerous and illegal golem models seek out targets with ruthless efficiency, unburdened by emotions or remorse. Cost 72,300 credits (Illegal); Attributes: Strength 16, Dexterity 16, Constitution N/A, Intelligence 12, Wisdom 12, Charisma 6; Proficiency Bonus +4; Save: Strength; Speed 40ft (80 MPH); AC 16 (+2); SZ: M; HD: 8; HP: 80; Proficiencies: Athletics +7, Computer Use +5, Stealth +7; Special Qualities: Walking model. Construct, Powercell 2E/96hrs, Hardness 4, Unarmed 1d6 bludgeoning, Resistant (nonmagical bludgeoning, piercing and slashing damage), Weapon Proficiency (Simply, Martial, Pistols, Rifles, Heavy Weapons), Weapon Mount (vibro-blade implant, 1d12 slashing, finesse. Concealable when not in use) | ||
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Drones are specialized model of golems that include the Golem Control upgrade, and are controlled through a Golem Control Rig or an Excortex Implant and Comlink (see issuing commands above). | Drones are specialized model of golems that include the Golem Control upgrade, and are controlled through a Golem Control Rig or an Excortex Implant and Comlink (see issuing commands above). | ||
− | '''Combat Drone''' | + | '''Combat Drone''': medium drones specially built for fighting and combat. They have heavier frames and additional weapon mounts. Cost 49,500 credits (Restricted); Attributes: Strength 14, Dexterity 14, Constitution N/A, Intelligence 10, Wisdom 10, Charisma 6; Proficiency Bonus +3; Save: Strength; Speed 40ft (80 MPH); AC 18 (+2); SZ: Medium; HD: 4; HP: 40; Skills: Athletics +5, Computer Use +1; Special Qualities: Walker Model. Construct, Hardness 4, Powercell D/48hrs, Unarmed 1d6. Armor Upgrade II, Weapon Mount (2 rifle, 1 heavy), Weapon Proficiency (Simple, Martial, Pistols, Rifles, Heavy). |
'''Recon Drone''': this is a tiny (about a foot across) anti-grav drone. Cost 23,000 credits (Licensed); Attributes: Strength 6, Dexterity 20, Constitution N/A, Intelligence 10, Wisdom 12, Charisma 6; Proficiency Bonus +2; Save: Dexterity; Speed 120ft fly (360 MPH), walking 0; AC 17; SZ: Tiny; HD: 1; HP: 10; Skills: Acrobatics +7, Computer Use +2, Perception +6, Stealth +7; Special Qualities: Anti-Grav, Construct, Hardness 0, Powercell 2C/72hrs, Unarmed 1d3. Built-In Tool (Ether-Eyes, darkvision 120ft, +2 vision based perception), Expertise (Perception), Skill Proficiency (Perception, Stealth), Weapon Mount (Pistol, no heavy), Weapon Proficiency (Pistol). | '''Recon Drone''': this is a tiny (about a foot across) anti-grav drone. Cost 23,000 credits (Licensed); Attributes: Strength 6, Dexterity 20, Constitution N/A, Intelligence 10, Wisdom 12, Charisma 6; Proficiency Bonus +2; Save: Dexterity; Speed 120ft fly (360 MPH), walking 0; AC 17; SZ: Tiny; HD: 1; HP: 10; Skills: Acrobatics +7, Computer Use +2, Perception +6, Stealth +7; Special Qualities: Anti-Grav, Construct, Hardness 0, Powercell 2C/72hrs, Unarmed 1d3. Built-In Tool (Ether-Eyes, darkvision 120ft, +2 vision based perception), Expertise (Perception), Skill Proficiency (Perception, Stealth), Weapon Mount (Pistol, no heavy), Weapon Proficiency (Pistol). | ||
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'''Private Jet''': a civilian jet for use within the civilized areas with good modern airports and landing stripes. Cost: 175,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 8,000lbs; Maneuver: +0; Speed: 90ft (360 MPH), stall 60ft; Cover: Full; Powercell: 4G - 12hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 2; Threshold: 35; (Save: +1); Abilities: Strength 40, Dexterity 18; Grab +19. Note: Jet Aerocraft (runway 2,000ft). A.I. (Intelligence 14, Wisdom 14, Notice +4).</br> | '''Private Jet''': a civilian jet for use within the civilized areas with good modern airports and landing stripes. Cost: 175,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 8,000lbs; Maneuver: +0; Speed: 90ft (360 MPH), stall 60ft; Cover: Full; Powercell: 4G - 12hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 2; Threshold: 35; (Save: +1); Abilities: Strength 40, Dexterity 18; Grab +19. Note: Jet Aerocraft (runway 2,000ft). A.I. (Intelligence 14, Wisdom 14, Notice +4).</br> | ||
'''Transcontinental Hopper''': extremely large super-sonic air transporter. Cost: 7,900,000 (Restricted); Size: Titan (10); Crew: 8; Passengers: 300; Cargo: 100,000lbs; Maneuver: -5; Speed: 105ft (1,050 MPH), stall 90ft; Cover: Full; Powercell: 8H - 24hrs; AC: 12; HD: 13; HP: 130; Hardness: 5; Threshold: 65; Save: +6; Abilities: Strength 60, Dexterity 20; Grab +35. Notes: Turbo-Sonic Jet Aerocraft VSTL (runway 1,000ft). A.I. & Automation (Prof +4, Intelligence 12, Wisdom 14; Notice +6, Pilot +9), Environmental Seal, Radar (Blindsense aerial 10 miles, noncombat)</br> | '''Transcontinental Hopper''': extremely large super-sonic air transporter. Cost: 7,900,000 (Restricted); Size: Titan (10); Crew: 8; Passengers: 300; Cargo: 100,000lbs; Maneuver: -5; Speed: 105ft (1,050 MPH), stall 90ft; Cover: Full; Powercell: 8H - 24hrs; AC: 12; HD: 13; HP: 130; Hardness: 5; Threshold: 65; Save: +6; Abilities: Strength 60, Dexterity 20; Grab +35. Notes: Turbo-Sonic Jet Aerocraft VSTL (runway 1,000ft). A.I. & Automation (Prof +4, Intelligence 12, Wisdom 14; Notice +6, Pilot +9), Environmental Seal, Radar (Blindsense aerial 10 miles, noncombat)</br> | ||
− | '''Aerocraft Fighter''' | + | '''Aerocraft Fighter''': planetary defense Aerocraft fighters are cheap to produces. Cost: 850,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 100lbs; Maneuver: +2 (+1); Speed: 160ft (640 MPH), stall 80ft; Cover: Full; Powercell: 3H - 8hrs; AC: 12 + Dex/Int; HD: 9; HP: 90; Hardness: 4; Threshold: 35; Save: +1; Abilities: Strength 40, Dexterity 22; Grab +19. Notes: Afterburners Jet Aerocraft (runway 2,000ft). ACMC, A.I. & Automation (Prof +3, Intelligence 20, Wisdom 14; Notice +5, Pilot +6; attack +8), Combat Radar (Blind-sense 500ft base, 10 miles extended), Environmental Seal, Hardened Powercell. Fixed quad-link Auto-Cannons (damage 6d12), Two Fixed 2 mounts with Missile Launchers (can store 18 light missiles or 6 medium).</br> |
'''Passenger Chopper'''[https://www.pinterest.com/pin/3588874691626051/]: this light helicopter is relatively a cheap air transport. Cost: 80,000; Size: Huge (2); Crew: 1; Passengers: 3; Cargo: 2,000lbs; Maneuver: +1; Speed: 80ft (160MPH); Cover: Full; Powercell: 2G -10hrs; AC: 11 + Dex/Int; HD: 7; HP: 70; Hardness: 2; Threshold: 27; (Save: +0); Abilities: Strength 30, Dexterity 16; Grab +12. Notes: Rotor Aerocraft.</br> | '''Passenger Chopper'''[https://www.pinterest.com/pin/3588874691626051/]: this light helicopter is relatively a cheap air transport. Cost: 80,000; Size: Huge (2); Crew: 1; Passengers: 3; Cargo: 2,000lbs; Maneuver: +1; Speed: 80ft (160MPH); Cover: Full; Powercell: 2G -10hrs; AC: 11 + Dex/Int; HD: 7; HP: 70; Hardness: 2; Threshold: 27; (Save: +0); Abilities: Strength 30, Dexterity 16; Grab +12. Notes: Rotor Aerocraft.</br> | ||
− | '''Attack Chopper''' | + | '''Attack Chopper''': a lightly armored attack coppers. Cost: 136,000 (Military); Size: Huge (2); Crew: 2; Cargo: 500lbs; Maneuver: +2 (+1); Speed: 80ft (160MPH); Cover: Full; Powercell: 3G -10hrs; AC: 14 + Dex/Int; HD: 8; HP: 80; Hardness: 8; Threshold: 30; Save; +4; Abilities: Strength 36, Dexterity 18; Grab +12. Notes: Rotor Aerocraft. ACMC, A.I. & Automation (Intelligence 16, Wisdom 14; Notice +4, Pilot +6; attack +5), Combat Radar (Blindsense 500ft base, 10 miles extended), Electromagnetic shielding II. Fixed forward duel-link Auto-Cannons (damage 5d12), Two Fixed mounts with Missile Launchers (stores 12 light missiles).</br> |
'''Transport Chopper''': a heavy duty cargo chopper. Cost: 175,000; Size: Gargantuan (4); Crew: 2; Passengers: 6; Cargo: 8,000lbs; Maneuver: -1; Speed: 60ft (120MPH); Cover: Full; Powercell: 4G -8hrs; AC: 11 + Dex/Int (max +2); HD: 8; HP: 80; Hardness: 2; Threshold: 35; (Save: +1); Abilities: Strength 40, Dexterity 16; Grab +19. Notes: Rotor Aerocraft, Cargo-sling (2,000 credits) carry +20,000 lbs. | '''Transport Chopper''': a heavy duty cargo chopper. Cost: 175,000; Size: Gargantuan (4); Crew: 2; Passengers: 6; Cargo: 8,000lbs; Maneuver: -1; Speed: 60ft (120MPH); Cover: Full; Powercell: 4G -8hrs; AC: 11 + Dex/Int (max +2); HD: 8; HP: 80; Hardness: 2; Threshold: 35; (Save: +1); Abilities: Strength 40, Dexterity 16; Grab +19. Notes: Rotor Aerocraft, Cargo-sling (2,000 credits) carry +20,000 lbs. | ||
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'''Flitter-Bike'''[https://www.pinterest.com/pin/100838479139441416/]: a luxury item these anti-grav bikes make getting around fast and in style. They are rugged enough to be used out on the frontier for those that can afford them. Cost: 25,000; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +5; Speed: 200ft (600 MPH); Cover: Half; Powercell: 2F -24hr; AC: 11 + Dex/Int; HD: 3; HP: 30; Hardness: 2; Save: -2; Threshold: 18; Abilities: Strength 16, Dexterity 20; Grab +3. Note: Anti-Grav. A.I. (Intelligence 14, Wisdom 14, Notice +4).</br> | '''Flitter-Bike'''[https://www.pinterest.com/pin/100838479139441416/]: a luxury item these anti-grav bikes make getting around fast and in style. They are rugged enough to be used out on the frontier for those that can afford them. Cost: 25,000; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 40lbs; Maneuver: +5; Speed: 200ft (600 MPH); Cover: Half; Powercell: 2F -24hr; AC: 11 + Dex/Int; HD: 3; HP: 30; Hardness: 2; Save: -2; Threshold: 18; Abilities: Strength 16, Dexterity 20; Grab +3. Note: Anti-Grav. A.I. (Intelligence 14, Wisdom 14, Notice +4).</br> | ||
'''Filtter Car'''[https://www.pinterest.com/pin/2251868554374755/]: an advance anti-grav flying car, common in the mega-cities of the Core worlds. Cost: 85,000; Size: Huge (2); Crew: 1; Passengers: 4; Cargo: 1,000lbs; Maneuver: +2; Speed: 160ft (480 MPH); Cover: Full; Powercell: 2G-10hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Save: -1; Abilities: Strength 30, Dexterity 18; Grab +12. Note: Anti-Grav. A.I. & Automation (Intelligence 12, Wisdom 10; Notice +2, Pilot +6).</br> | '''Filtter Car'''[https://www.pinterest.com/pin/2251868554374755/]: an advance anti-grav flying car, common in the mega-cities of the Core worlds. Cost: 85,000; Size: Huge (2); Crew: 1; Passengers: 4; Cargo: 1,000lbs; Maneuver: +2; Speed: 160ft (480 MPH); Cover: Full; Powercell: 2G-10hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Save: -1; Abilities: Strength 30, Dexterity 18; Grab +12. Note: Anti-Grav. A.I. & Automation (Intelligence 12, Wisdom 10; Notice +2, Pilot +6).</br> | ||
− | '''Flitter Tank''' | + | '''Flitter Tank''': front line battle tanks of the Imperial army! Cost: 1,250,000 (Military); Size: Gargantuan (4); Crew: 5; Cargo: 4,000lbs; Maneuver: +0 (+1); Speed: 120ft (360 MPH); Cover: Full; Powercell 2H-8hrs; AC: 17; HD: 15; HP: 150; Hardness: 20; Threshold: 49; Save: +6; Abilities: Strength 48, Dexterity 18; Grab +23. Note: Anti-Grav. ACMC, A.I. & Automation (Prof +4, Intelligence 20, Wisdom 14; Notice +6, Pilot +10; attack +9), Combat Radar (Blindsense 500ft base, 10 miles extended), Electromagnetic Shielding II, Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Force Field 10/100, Hardened Powercell. Fixed 2 turret with Heavy Cannon and Super-Heavy Laser Cannon. Four Fixed turret mounts with Heavy Machineguns.</br> |
'''Floater Bike''': these are relatively cheap and rugged small two person hovercraft. Popular on the frontier and many advanced urban areas. Cost: 7,400; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 80lbs; Maneuver: +3; Speed: 60ft (120 MPH); Cover: Half; Powercell: 1F-12hr; AC: 12 + Dex/Int; HD: 3; HP: 30; Hardness: 2; Threshold: 19; Save: -2; Abilities: Strength 18, Dexterity 16; Grab +4. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4). | '''Floater Bike''': these are relatively cheap and rugged small two person hovercraft. Popular on the frontier and many advanced urban areas. Cost: 7,400; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 80lbs; Maneuver: +3; Speed: 60ft (120 MPH); Cover: Half; Powercell: 1F-12hr; AC: 12 + Dex/Int; HD: 3; HP: 30; Hardness: 2; Threshold: 19; Save: -2; Abilities: Strength 18, Dexterity 16; Grab +4. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4). | ||
'''Skimmer Transport''': a family hover car and light transport, popular on the frontier. Cost: 45,000; Size: Huge (2); Crew: 1; Passengers: 8; Cargo: 2,000lbs; Maneuver: +1; Speed: 40ft (60 MPH); Cover: Full; Powercell 1G-10hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Save: +0; Abilities: Strength 30, Dexterity 16; Grab +12. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4).</br> | '''Skimmer Transport''': a family hover car and light transport, popular on the frontier. Cost: 45,000; Size: Huge (2); Crew: 1; Passengers: 8; Cargo: 2,000lbs; Maneuver: +1; Speed: 40ft (60 MPH); Cover: Full; Powercell 1G-10hrs; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 35; Save: +0; Abilities: Strength 30, Dexterity 16; Grab +12. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4).</br> | ||
− | '''Utility Floater''': heavy hover transport vehicle. Cost: 85,000; Size: Gargantuan (4); Crew: 1; Passengers: 18; Cargo: 8,000lbs; Maneuver: -2; Speed: 30ft (45 MPH); Cover: Full; Powercell: 2G-10hrs; AC: 12 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 4; Threshold: 45; Save: +1; Abilities: Strength 40, Dexterity 14; Grab +19. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4). | + | '''Utility Floater''': heavy hover transport vehicle. Cost: 85,000; Size: Gargantuan (4); Crew: 1; Passengers: 18; Cargo: 8,000lbs; Maneuver: -2; Speed: 30ft (45 MPH); Cover: Full; Powercell: 2G-10hrs; AC: 12 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 4; Threshold: 45; Save: +1; Abilities: Strength 40, Dexterity 14; Grab +19. Note: Hover craft. A.I. (Intelligence 14, Wisdom 14; Notice +4). |
'''Floater APC''': a standard military hover armored personnel carrier (APC). Cost: 250,000 (Military); Size: Gargantuan (4); Crew: 4; Passengers: 16 (armored 12); Cargo: 1,000lbs; Maneuver: -1 (+0); Speed: 40ft (60 MPH); Cover: Full; Powercell 3G-10hrs; AC: 15 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 12; Threshold: 45; Save: +2; Abilities: Strength 40, Dexterity 16; Grab +19. Notes: Hover craft. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +6, Notice +4; attack +7), Ether-Scope (Darkvision 1,000ft), Force Field 5/50. Fixed turret with duel-link Auto-Cannons (damage 5d12), Fixed mount with quad-linked Heavy Machineguns (5d10). | '''Floater APC''': a standard military hover armored personnel carrier (APC). Cost: 250,000 (Military); Size: Gargantuan (4); Crew: 4; Passengers: 16 (armored 12); Cargo: 1,000lbs; Maneuver: -1 (+0); Speed: 40ft (60 MPH); Cover: Full; Powercell 3G-10hrs; AC: 15 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 12; Threshold: 45; Save: +2; Abilities: Strength 40, Dexterity 16; Grab +19. Notes: Hover craft. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +6, Notice +4; attack +7), Ether-Scope (Darkvision 1,000ft), Force Field 5/50. Fixed turret with duel-link Auto-Cannons (damage 5d12), Fixed mount with quad-linked Heavy Machineguns (5d10). | ||
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'''Dirt Bike'''[https://www.pinterest.com/pin/2251868554244674/]: motorcycle with reinforced frame for off-roading. Cost: 7,000; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 60lbs; Maneuver: +3; Speed: 50ft (100 MPH); Cover: Half; Powercell: 1F-20hr; AC: 12 + Dex/Int; HD: 4; HP: 40; Hardness: 3; Threshold: 20; (Save: -2); Abilities: Strength 20, Dexterity 16; Grab +5. Notes: Wheeled. Off-Road, resistant to maneuver damage.</br> | '''Dirt Bike'''[https://www.pinterest.com/pin/2251868554244674/]: motorcycle with reinforced frame for off-roading. Cost: 7,000; Size: Medium (0); Crew: 1; Passengers: 1; Cargo: 60lbs; Maneuver: +3; Speed: 50ft (100 MPH); Cover: Half; Powercell: 1F-20hr; AC: 12 + Dex/Int; HD: 4; HP: 40; Hardness: 3; Threshold: 20; (Save: -2); Abilities: Strength 20, Dexterity 16; Grab +5. Notes: Wheeled. Off-Road, resistant to maneuver damage.</br> | ||
'''Buggy''': popular three wheeled ‘open-topped’ off-road. Cost: 13,000; Size: Large (1); Crew: 1; Passengers: 4; Cargo: 200lbs; Maneuver: +1; Speed: 50ft (100 MPH); Cover: Three-Fourth; Powercell: 1F-12hr; AC: 13 + Dex/Int; HD: 7; HP: 70; Hardness: 6; Threshold: 28; (Save: -1); Abilities: Strength 26, Dexterity 14; Grab +9. Notes: Wheeled. Off-Road, resistant to maneuver damage.</br> | '''Buggy''': popular three wheeled ‘open-topped’ off-road. Cost: 13,000; Size: Large (1); Crew: 1; Passengers: 4; Cargo: 200lbs; Maneuver: +1; Speed: 50ft (100 MPH); Cover: Three-Fourth; Powercell: 1F-12hr; AC: 13 + Dex/Int; HD: 7; HP: 70; Hardness: 6; Threshold: 28; (Save: -1); Abilities: Strength 26, Dexterity 14; Grab +9. Notes: Wheeled. Off-Road, resistant to maneuver damage.</br> | ||
− | '''Passenger Landcar''' | + | '''Passenger Landcar''': a light, 4-wheel standard town car. Cost: 8,600; Size: Huge (2); Crew: 1; Passengers: 6; Cargo: 1,000lbs; Maneuver: -2; Speed: 40ft (80 MPH); Cover: Full; Powercell: 1G-10hr; AC: 12 + Dex/Int (max +2); HD: 7; HP: 70; Hardness: 3; Threshold: 28; (Save: +0); Abilities: Strength 28, Dexterity 10; Grab +10. Note: Wheeled. A.I. with Automation (Intelligence 14, Wisdom 14; Drive +2, Notice +4).</br> |
'''Racer Landcar'''[https://www.pinterest.com/pin/4855512086833828/]: popular land racer on modern roads. Cost: 30,000; Size: Huge (2); Crew: 1; Passengers: 3; Cargo: 500lbs; Maneuver: +2; Speed: 80ft (160 MPH); Cover: Full; Powercell: 1G-5hr; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 28; (Save: +0); Abilities: Strength 26, Dexterity 18; Grab +9. Note: Wheeled. A.I. (Intelligence 14, Wisdom 14; Notice +4).</br> | '''Racer Landcar'''[https://www.pinterest.com/pin/4855512086833828/]: popular land racer on modern roads. Cost: 30,000; Size: Huge (2); Crew: 1; Passengers: 3; Cargo: 500lbs; Maneuver: +2; Speed: 80ft (160 MPH); Cover: Full; Powercell: 1G-5hr; AC: 12 + Dex/Int (max +2); HD: 9; HP: 90; Hardness: 3; Threshold: 28; (Save: +0); Abilities: Strength 26, Dexterity 18; Grab +9. Note: Wheeled. A.I. (Intelligence 14, Wisdom 14; Notice +4).</br> | ||
− | '''Heavy Utility Landtruck''' | + | '''Heavy Utility Landtruck''': off-road heavy utility vehicle. Cost: 32,000; Size: Gargantuan (4); Crew: 1; Passengers: 18; Cargo: 10,000lbs; Maneuver: -1; Speed: 50ft (100 MPH); Cover: Full; Power: Gas -10hrs on 150 gallons of gas (Powercell 2G/10hr); AC: 13 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 6; Threshold: 40; (Save: +1); Abilities: Strength 40, Dexterity 16; Grab +19. Note: Wheeled. Off-Road, resistant to maneuver damage. A.I. (Intelligence 14, Wisdom 14; Notice +4).</br> |
'''Security Transport'''[https://www.pinterest.com/pin/5207355809896406/]: an armored enforcement vehicle used throughout the Empire. Cost: 165,000 (Restricted); Size: Gargantuan (4); Crew: 2; Passengers: 16 (12 armored troops); Cargo: 4,000lbs; Maneuver: +0 (+0); Speed: 50ft (100 MPH); Cover: Full; Powercell: 3G-12hr; AC: 16 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 11; Threshold: 49; (Save: +3); Abilities: Strength 48, Dexterity 18; Grab +23. Note: Wheeled. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +7, Notice +4; attack +7), Ether-Scope Screen (Darkvision 1,000ft). Two Fixed turret mounted Heavy Machineguns, one Fixed turret Water Cannon (1,00gallons/20 shots).</br> | '''Security Transport'''[https://www.pinterest.com/pin/5207355809896406/]: an armored enforcement vehicle used throughout the Empire. Cost: 165,000 (Restricted); Size: Gargantuan (4); Crew: 2; Passengers: 16 (12 armored troops); Cargo: 4,000lbs; Maneuver: +0 (+0); Speed: 50ft (100 MPH); Cover: Full; Powercell: 3G-12hr; AC: 16 + Dex/Int (max +2); HD: 13; HP: 130; Hardness: 11; Threshold: 49; (Save: +3); Abilities: Strength 48, Dexterity 18; Grab +23. Note: Wheeled. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +7, Notice +4; attack +7), Ether-Scope Screen (Darkvision 1,000ft). Two Fixed turret mounted Heavy Machineguns, one Fixed turret Water Cannon (1,00gallons/20 shots).</br> | ||
'''Super Land Transporter'''[https://www.pinterest.com/pin/496873771396929144/]: an armored super heavy 8-wheeled transport. Also equipped with a tractor beam to help with loading and unloading. Cost: 532,000 (Restricted); Size: Colossal (6); Crew: 6; Passengers: 34; Cargo: 24,000lbs; Maneuver: -4 (+0); Speed: 50ft (100 MPH); Cover: Full; Powercell: 4H-16hr; AC: 14; HD: 16; HP: 160; Hardness: 6; Threshold: 63; (Save: +4); Abilities: Strength 66, Dexterity 14; Grab +28. Note: Wheeled. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +5, Notice +4; attack +7), Environmental Sealed (40 creatures), Ether-Scope Screen (Darkvision 1,00oft) Double base Powercells, Life Support (2D batteries 40 creatures 18hrs), Off-Road and resistance to maneuver damage. Fixed turret with Tractor Beam (Restrained +28, ranged 500/5,000ft, powered)</br> | '''Super Land Transporter'''[https://www.pinterest.com/pin/496873771396929144/]: an armored super heavy 8-wheeled transport. Also equipped with a tractor beam to help with loading and unloading. Cost: 532,000 (Restricted); Size: Colossal (6); Crew: 6; Passengers: 34; Cargo: 24,000lbs; Maneuver: -4 (+0); Speed: 50ft (100 MPH); Cover: Full; Powercell: 4H-16hr; AC: 14; HD: 16; HP: 160; Hardness: 6; Threshold: 63; (Save: +4); Abilities: Strength 66, Dexterity 14; Grab +28. Note: Wheeled. A.I. & Automation (Prof +3, Intelligence 18, Wisdom 12; Drive +5, Notice +4; attack +7), Environmental Sealed (40 creatures), Ether-Scope Screen (Darkvision 1,00oft) Double base Powercells, Life Support (2D batteries 40 creatures 18hrs), Off-Road and resistance to maneuver damage. Fixed turret with Tractor Beam (Restrained +28, ranged 500/5,000ft, powered)</br> | ||
'''Tracked Explorer'''[https://www.pinterest.com/pin/546624473530798432/]: these are extremely rugged and tough tracked vehicles of with environmental sealed standard. Can be upgraded to Life Support for +5,000 credits. Runs on a seperate D powercells for up to 20 hours for up to 20 crew. Cost: 90,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 9,000lbs; Maneuver: +4; Speed: 25ft (50 MPH); Cover: Full; Powercell: 4G-8hrs; AC: 16; HD: 14; HP: 140; Hardness: 10; Threshold: 54; Save: +1; Abilities: Strength 48, Dexterity 10; Grab +23. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Environmental sealed, Multi-Speck Sensor (asauspex hand scanner but range 5miles +5DC +1mile).</br> | '''Tracked Explorer'''[https://www.pinterest.com/pin/546624473530798432/]: these are extremely rugged and tough tracked vehicles of with environmental sealed standard. Can be upgraded to Life Support for +5,000 credits. Runs on a seperate D powercells for up to 20 hours for up to 20 crew. Cost: 90,000; Size: Gargantuan (4); Crew: 2; Passengers: 18; Cargo: 9,000lbs; Maneuver: +4; Speed: 25ft (50 MPH); Cover: Full; Powercell: 4G-8hrs; AC: 16; HD: 14; HP: 140; Hardness: 10; Threshold: 54; Save: +1; Abilities: Strength 48, Dexterity 10; Grab +23. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Environmental sealed, Multi-Speck Sensor (asauspex hand scanner but range 5miles +5DC +1mile).</br> | ||
'''Battle Tank''': an older low-cost but reliable battle tank. Cost: 475,000 (Military); Size: Gargantuan (4); Crew: 5; Cargo: 5,000lbs; Maneuver: +5 (+0); Speed: 40ft (80 MPH); Cover: Full; Powercell: 5G-8hrs; AC: 19; HD: 28; HP: 280; Hardness: 25; Threshold: 57; (Save: +6); Abilities: Strength 54, Dexterity 12; Grab +26. Note: Tracked. A.I. & Automation (Intelligence 18, Wisdom 12; Drive +3, Notice +3; attack +6), Environmental Seal, Ether-Scope (Darkvision 1,000ft), (Electromagnetic Shielding II). Fixed 2 turret with Heavy Cannon and Heavy Machinegun; Two Fixed turrets with Heavy Machineguns.</br> | '''Battle Tank''': an older low-cost but reliable battle tank. Cost: 475,000 (Military); Size: Gargantuan (4); Crew: 5; Cargo: 5,000lbs; Maneuver: +5 (+0); Speed: 40ft (80 MPH); Cover: Full; Powercell: 5G-8hrs; AC: 19; HD: 28; HP: 280; Hardness: 25; Threshold: 57; (Save: +6); Abilities: Strength 54, Dexterity 12; Grab +26. Note: Tracked. A.I. & Automation (Intelligence 18, Wisdom 12; Drive +3, Notice +3; attack +6), Environmental Seal, Ether-Scope (Darkvision 1,000ft), (Electromagnetic Shielding II). Fixed 2 turret with Heavy Cannon and Heavy Machinegun; Two Fixed turrets with Heavy Machineguns.</br> | ||
− | '''Super Transport''' | + | '''Super Transport''': an extremely large tracked long distance haulers. Cost: 550,000 (Restricted); Size: Colossal (6); Crew: 10; Passengers: 30; Cargo: 80,000lbs; Maneuver: -1; Speed: 20ft (40 MPH); Cover: Full; Powercell: 8H-24hrs; AC: 15; HD: 20; HP: 200; Hardness: 10; Threshold: 70; (Save: +2); Abilities: Strength 60, Dexterity 12; Grab +31. Note: Tracked. A.I. (Intelligence 14, Wisdom 14; Notice +4), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile). |
==== Walkers ==== | ==== Walkers ==== | ||
Walkers are two to six legged vehicles that have speed and maneuverability advantages over many vehicles but whose height can be a hindrance in battle.</br> | Walkers are two to six legged vehicles that have speed and maneuverability advantages over many vehicles but whose height can be a hindrance in battle.</br> | ||
− | '''Explorer Walker''' | + | '''Explorer Walker''': these four legged transports are used to explore and scout, even on airless moons. Cost: 300,000; Size: Gargantuan (4); Crew: 2; Passengers: 16; Cargo: 5,000lbs; Maneuver: +6; Speed: 60ft (120 MPH); Cover: Full; Powercell: 8G-12hrs; AC: 14 + Dex/Int (max +2); HD: 12; HP: 120; Hardness: 8; Threshold: 45; Save: +1; Abilities: Strength 40, Dexterity 16; Grab +19. Note: Walker (4-leg). A.I. & Automation (Intelligence 12, Wisdom 18; Drive +5, Notice/expertise +8; attack +3), Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostablization, Life Support for 18 (2D battery 44hrs), Multi-Speck Sensor (as auspex hand scanner but range 5miles +5DC +1mile), Planetary Survey Kit (see Hand Scanners).</br> |
'''Combat Walkers'''[https://www.pinterest.com/pin/27514247714085559/]: these are heavy attack two-legged walkers manned by one pilot and a gunner. Cost: 880,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 500lbs; Maneuver: +4 (+2); Speed: 40ft (80 MPH); Cover: Full; Powercell: 6H-18hrs; AC: 16 +Dex/Int (max +2); HD: 18; HP: 180; Hardness: 18; Threshold: 50; Save: +7; Abilities: Strength 50, Dexterity 18; Grab +24. Notes: Walker. ACMC, A.I. & Automation (Prof +4, Intelligence 20, Wisdom 14; Drive +8, Notice +6; attack +9), Electromagnetic Shieling III, Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostabilization, Hardened Powercell. Two Fixed 2 turret Heavy Laser Cannons (one in each arm), one Fixed turret Heavy Mass Cannon (right arm), one Fixed turret Partial Cannon (left arm), two Fixed Missile Launcher (each shoulder; stores 16 light or 8 medium missiles). | '''Combat Walkers'''[https://www.pinterest.com/pin/27514247714085559/]: these are heavy attack two-legged walkers manned by one pilot and a gunner. Cost: 880,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 500lbs; Maneuver: +4 (+2); Speed: 40ft (80 MPH); Cover: Full; Powercell: 6H-18hrs; AC: 16 +Dex/Int (max +2); HD: 18; HP: 180; Hardness: 18; Threshold: 50; Save: +7; Abilities: Strength 50, Dexterity 18; Grab +24. Notes: Walker. ACMC, A.I. & Automation (Prof +4, Intelligence 20, Wisdom 14; Drive +8, Notice +6; attack +9), Electromagnetic Shieling III, Environmental Seal, Ether-Scope Screen (Darkvision 1,000ft), Gyrostabilization, Hardened Powercell. Two Fixed 2 turret Heavy Laser Cannons (one in each arm), one Fixed turret Heavy Mass Cannon (right arm), one Fixed turret Partial Cannon (left arm), two Fixed Missile Launcher (each shoulder; stores 16 light or 8 medium missiles). | ||
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'''Life Suppor'''t: is the number of days of oxygen, food and water that the ship is carrying for the standard number of crew and passengers. In an emergency situation crew can double this duration but all crew and passengers gain one persistent level of exhaustion.</br> | '''Life Suppor'''t: is the number of days of oxygen, food and water that the ship is carrying for the standard number of crew and passengers. In an emergency situation crew can double this duration but all crew and passengers gain one persistent level of exhaustion.</br> | ||
==== Common Light Starships and Shuttles ==== | ==== Common Light Starships and Shuttles ==== | ||
− | '''''Mustang''-Shuttle Lander''' | + | '''''Mustang''-Shuttle Lander''': This is a light shuttle used in-system as a light transport for goods or passengers between worlds or from a ship in orbit and the planet below. Cost: 400,000 (Restricted); Size: Gargantuan (4); Crew: 2; Passengers: 30; Cargo: 2 tons; Maneuver: +0 (-2); Speed: 60ft (600 MPH, Space 6); Energy: 5; AC: 12 + Dex/Int (max +2); Life Support: 10 days; HD: 16; HP: 160; Hardness: 9; Threshold: 40; Save: +1; Abilities: Strength 40, Dexterity 18; Grab +19. Notes: A.I. (Intelligence 14, Wisdom 18; Notice +6, Pilot +6; attack +4), Atmospheric, Basic Sensor Suite.</br> |
Some possible extras include a Fixed twin-linked Lascannons Turret (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit). +150,000 credits | Some possible extras include a Fixed twin-linked Lascannons Turret (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit). +150,000 credits | ||
Another variant instead ads a forward Fixed 2 Tractor Beam (restrained +19, Range 500/5,000ft, or Space 10/50, powered) +75,000 credits</br> | Another variant instead ads a forward Fixed 2 Tractor Beam (restrained +19, Range 500/5,000ft, or Space 10/50, powered) +75,000 credits</br> | ||
− | '''''Raptor'' Light Attack Fighter''' | + | '''''Raptor'' Light Attack Fighter''': his is a fast and affordable attack starfighter used by both the Empire and many mercenary companies. It’s too small to carry a StarCaster of its own and must rely on larger carries to be transported between the stars. Cost: 945,000 (Military); Size: Gargantuan (4); Crew: 1; Cargo: 400lbs; Maneuver: +4 (+1); Speed: 110ft (1,100 MPH, Space 11); Energy: 5; AC: 12 + Dex/Int; Life Support: 2 days; HD: 18; HP: 180; Hardness: 15; Save: +5; Threshold: 45; Abilities: Strength 40, Dexterity 26; Grab +19. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +3, Intelligence 20, Wisdom 16; Notice +6, Pilot +11; attack +8), Atmospheric, Electromagnetic Shielding II.</br> |
Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | ||
− | '''Imperial ''Katana'' Gun-Ship''' | + | '''Imperial ''Katana'' Gun-Ship''': A staple of the Empires heavy interceptor fighter/bombers. These ships are not as fast as many others of their class to maximum their ruggedness. Cost: 1,025,000 (Military); Size: Gargantuan (4); Crew: 2; Cargo: 600lbs; Maneuver: +1 (+1); Speed: 80ft (800 MPH, Space 8); Energy: 5; AC: 14 + Dex/Int (max +2); Life Support: 2 days; HD: 20; HP: 200; Hardness: 25; Save: +5; Threshold: 52; Abilities: Strength 44, Dexterity 20; Grab +21. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +3, Intelligence 20, Wisdom 18; Notice +7, Pilot +8; attack +8), Atmospheric, Electromagnetic Shielding II, Hardened Frame I.</br> |
Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | Weapons: one forward Fixed Quad linked Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | ||
One forward Fixed Photon Torpedo Launcher (Damage 4d10 x8 plasma, Range 10/50, AP, AOE space 2, locking. Can carry 6 torpedoes internally).</br> | One forward Fixed Photon Torpedo Launcher (Damage 4d10 x8 plasma, Range 10/50, AP, AOE space 2, locking. Can carry 6 torpedoes internally).</br> | ||
− | '''Solaris-Works ''Andrill''-class Light Courier''' | + | '''Solaris-Works ''Andrill''-class Light Courier''': Easy to maintain, the Andrill are a common light courier and transport that are cheap enough to be found in the hands of many independent merchants and families. Cost: 1,324,000 (Restricted); Size: Colossal (6); Crew: 2; Passengers: 8; Cargo: 18 tons; Maneuver: -2 (-3); Speed: 50ft (500 MPH, Space 5); Energy: 20; AC: 12; Life Support: 30 days; HD: 24; HP: 240; Hardness: 12; Threshold: 60; Save: +2; Abilities: Strength 50, Dexterity 18; Grab +26. Notes: A.I. (Intelligence 16, Wisdom 16; Notice +5, Pilot +6; attack +5), Atmospheric, Basic Sensor Suite, StarCaster Engines (5 energy).</br> |
Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | ||
One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)</br> | One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)</br> | ||
− | '''Idaran-Yards ''Voidrunner''''' | + | '''Idaran-Yards ''Voidrunner''''': The Voidrunner, a fast luxury style craft from Idaran shipyards. Few ships can match the speed and maneuverability, making it the perfect ship for daredevils, elite combat pilots looking to rely on skill rather than heavy arms and armor, and rich criminals. Cost: 2,240,000 (Restricted); Size: Colossal (6); Crew: 2; Passengers: 4 luxury; Cargo: 6 tons; Maneuver: +2 (-2); Speed: 100ft (1,000 MPH, Space 10); Energy: 20; AC: 12 + Dex/Int; Life Support: 30 days; HD: 24; HP: 240; Hardness: 12; Threshold: 57; Save: +2; Abilities: Strength 44, Dexterity 26; Grab +23. Notes: A.I. (Intelligence 18, Wisdom 16; Notice +5, Pilot +10; attack +6), Atmospheric, Basic Sensor Suite, StarCaster Engines (5 energy).</br> |
Weapons: one Fixed turret duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | Weapons: one Fixed turret duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | ||
− | '''Kaldarr-Systems-''Express'' Fast Courier''' | + | '''Kaldarr-Systems-''Express'' Fast Courier''': These light but fast freighters are a very common sight throughout the Empire. Most specialize in delivering mail or expensive, specialized cargos. Cost: 1,820,000 (Restricted); Size: Colossal (6); Crew: 2; Passengers: 2; Cargo: 12 tons; Maneuver: +1 (-1); Speed: 750ft (750 MPH, Space 7); Energy: 30; AC: 12 + Dex/Int; Life Support: 60 days; HD: 24; HP: 240; Hardness: 12; Threshold: 80; Save: +2; Abilities: Strength 50, Dexterity 24; Grab +26. Notes: A.I. (Intelligence 18, Wisdom 18; Notice +6, Pilot +9; attack +6), Atmospheric, Basic Sensor Suite, StarCaster Engines (5 energy).</br> |
Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit)</br> | Weapons: one Fixed turret Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit)</br> | ||
− | '''Lakota-Yards ''Explorer''''' | + | '''Lakota-Yards ''Explorer''''': These are rough scout-class starships, popular with explorers and never-do-well adventure types. Cost: 2,125,000 (Restricted); Size: Colossal (6); Crew: 3; Passengers: 8; Cargo: 12 tons; Maneuver: +2 (+1); Speed: 60ft (600 MPH, Space 6); Energy: 40; AC: 14 + Dex/Int (max +2); Life Support: 60 days; HD: 27; HP: 270; Save: +4; Hardness: 18; Threshold: 80; Abilities: Strength 50, Dexterity 22; Grab +26. Notes: ACMC, A.I. Automation (Intelligence 20, Wisdom 18; Notice +6, Pilot +8; attack +7), Atmospheric, Basic Sensor Suite, Electromagnetic Shielding I, Force Field 20/200, StarCaster Engines (5 energy). Also includes at least two workstation areas for various scientific or machine shop like features.</br> |
Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | ||
One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)</br> | One forward Fixed 2 Tractor Beam (Restrained +26, Range 500/5,000ft, or Space 10/50, powered)</br> | ||
− | '''''Steadfast'' Stock Freighter''' | + | '''''Steadfast'' Stock Freighter''': A popular stock freighter, this model are not as modifiable as the Andromeda but hauls larger loads with standard configuration. Cost: 2,320,000 (Restricted); Size: Behemoth (8); Crew: 4; Passengers: 20; Cargo: 200 tons; Maneuver: -4 (-4); Speed: 40ft (400 MPH, Space 4); Energy: 50; AC: 13; Life Support: 30 days; HD: 30; HP: 300; Hardness: 15; Threshold: 90; Save: +4; Abilities: Strength 70, Dexterity 18; Grab: +36. Notes: ACMC, A.I. Automation (Intelligence 18, Wisdom 18; Notice +6, Pilot +6; attack +6), Atmospheric, Basic Sensor Suite, Force Field 10/100, StarCaster Engines (10 energy).</br> |
Weapons: two Fixed turrets Duel linked Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | Weapons: two Fixed turrets Duel linked Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | ||
One forward Fixed 2 Tractor Beam (Restrained +36, Range 500/5,000ft, or Space 10/50, powered)</br> | One forward Fixed 2 Tractor Beam (Restrained +36, Range 500/5,000ft, or Space 10/50, powered)</br> | ||
− | '''''Andromeda''-Class Stock Freighter''' | + | '''''Andromeda''-Class Stock Freighter''': this medium freighter is popular with not only many free-traders but also pirates due to the ship’s easy customization and refit options. Cost: 2,650,000 (Restricted); Size: Behemoth (8); Crew: 4; Passengers: 30; Cargo: 100 tons; Maneuver: -3 (-4); Speed: 45ft (450 MPH, Space 4); Energy: 50; AC: 13 + Dex/Int (max +2); Life Support: 30 days; HD: 30; HP: 300; Hardness: 15; Threshold: 90; Save: +4; Abilities: Strength 70, Dexterity 20; Grab +38. Notes: ACMC, A.I. Automation (Intelligence 18, Wisdom 18; Notice +6, Pilot +7; attack +6), Atmospheric, Basic Sensor Suite, Force Field 10/100, StarCaster Engines (10 energy).</br> |
Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | Weapons: two Fixed turrets Duel linked Lascannons (Damage 5d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | ||
One forward Fixed 2 Tractor Beam (Restrained +38, Range 500/5,000ft, or Space 10/50, powered)</br> | One forward Fixed 2 Tractor Beam (Restrained +38, Range 500/5,000ft, or Space 10/50, powered)</br> | ||
− | '''''Ogre''-class Troop Transport''' | + | '''''Ogre''-class Troop Transport''': These Radianese-Arms Corporation build troop transports are popular both with the Storm-Legion Army transport and with mercenary companies. Cost: 3,215,000 (Restricted); Size: Behemoth (8); Crew: 12; Passengers: 80 (troops); Cargo: 25 tons; Maneuver: -4 (-2); Speed: 60ft (600 MPH, Space 6); Energy: 60; AC: 14; Life Support: 90 days; HD: 36; HP: 360; Hardness: 21; Threshold: 95; Save: +8; Abilities: Strength 80, Dexterity 18; Grab +43. Notes: ACMC, A.I. (Prof +3, Intelligence 22, Wisdom 18; Notice +7, Pilot +7; attack +9), Atmospheric, Basic Sensor Suite, Electromagnetic Shielding II, Force Field 20/200, StarCaster Engines (10 energy).</br> |
Weapons: four Fixed and two turrets Duel linked Heavy Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | Weapons: four Fixed and two turrets Duel linked Heavy Lascannons (Damage 6d10 x2 fire, Range 15/50, AP, powered, lasers +1 to hit).</br> | ||
− | '''''Gorgon'' Fast Patrol | + | '''''Gorgon'' Fast Patrol Boat''': This Tyran Shipyard fast patrol boat is a staple of many imperial systems in the Outer Rim of the Colonies. The empire has thousands of these ships in serves with the Strom-Legion’s Imperial Navy. It has good armor, speed and weapons for a vehicle of its size and used mostly as an anti-pirate and anti-rebel platform. Cost: 4,700,000 (Military); Size: Behemoth (8); Crew: 20; Passengers: 20 (armored troopers); Cargo: 50 tons; Maneuver: -2 (-1); Speed: 90ft (900 MPH, Space 9); Energy: 80; AC: 16 + Dex/Int (max +2); Life Support: 60 days; HD: 42; HP: 420; Hardness: 28; Threshold: 120; Save: +8; Abilities: Strength 60, Dexterity 22; Grab +33. Notes: Advanced Sensor Suite, ACMC, A.I. (Prof +4, Intelligence 24, Wisdom 18; Notice +8, Pilot +10; attack +11), Atmospheric, Electromagnetic Shielding II, Force Field 30/300, StarCaster Engines (20 energy).</br> |
Weapons: one forward Fixed 2 Mass Driver Cannon (damage 4d10 x5 piercing, Range 20/40, AP, magnetic/DC15, loading. Standard load is 50 rounds in weapon storage lockers.)</br> | Weapons: one forward Fixed 2 Mass Driver Cannon (damage 4d10 x5 piercing, Range 20/40, AP, magnetic/DC15, loading. Standard load is 50 rounds in weapon storage lockers.)</br> | ||
One forward Fixed 2 Heavy Ion Cannon (damage 5d10, Range 25/50, Direct fire AOE 4, Ion/DC 20, powered)</br> | One forward Fixed 2 Heavy Ion Cannon (damage 5d10, Range 25/50, Direct fire AOE 4, Ion/DC 20, powered)</br> | ||
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==== Starship Navigation ==== | ==== Starship Navigation ==== | ||
− | In order to successfully plot a course between two points and engage a StarCaster requires a Computer Use skill check. The StarCaster engine rips a pair of holes or points between realspace and the Umbral Shadow (these tears are referred to as ‘Fissures’) that instantly teleports the ship from one present tears locations to the new one within real space. To plot a basic course requires a | + | In order to successfully plot a course between two points and engage a StarCaster requires a Computer Use skill check. The StarCaster engine rips a pair of holes or points between realspace and the Umbral Shadow (these tears are referred to as ‘Fissures’) that instantly teleports the ship from one present tears locations to the new one within real space. To plot a basic course requires a DC15 Computer Use and 2d6 minutes of time. If the plotter wants to rush this, it could try to plot a course as an Action but the DC increases to 20. If the plotter wanted to take its time it could instead take one hour to plot its course and lower to DC10. |
− | Distance also have a factor on the plotting | + | Distance also have a factor on the plotting DC. Use the base DC if plotting a course within the same starship (say teleporting from the main habitable planet to its asteroid belt in the outer system), and for every 10 light years distance increase the DC by +3 out to 50 light years (for +15 to the DC) maximum. A starship A.I. can hold a number of course plots within its memory banks equal to its Intelligence modifier. Additional ones could be stored in external memory but it takes an hour to upload and replace one. If the A.I. has the plot data for a jump, it can plot the course itself or it can grant advantage to the plotter check. |
Failure of this check can have a number of results. Most will damage the StarCaster, meaning that it is no longer operational and will require repair (generally 1d6 x10% of the base cost of the StarCaster itself and 1d6 x Mods days to fix). GM has the final say but other common occurrences are ending up in a random location or lost in space maybe even within the Umbral Shadow!! | Failure of this check can have a number of results. Most will damage the StarCaster, meaning that it is no longer operational and will require repair (generally 1d6 x10% of the base cost of the StarCaster itself and 1d6 x Mods days to fix). GM has the final say but other common occurrences are ending up in a random location or lost in space maybe even within the Umbral Shadow!! | ||
− | After a starship has reemerged from the Umbral Shadow it takes 2d6 hours +1d6 hour per 10 light years teleported for the engines to recharge before another teleport can be made. One can shortened this by increasing the plotting | + | After a starship has reemerged from the Umbral Shadow it takes 2d6 hours +1d6 hour per 10 light years teleported for the engines to recharge before another teleport can be made. One can shortened this by increasing the plotting DC by +2 per one less hour. However failure results in 1d6 damage per HD of the ship (ignores hardness and resistance) and the StarCaster is damaged as above. |
− | What is the | + | What is the Umbral Shadow? It is this universes cross between the Shadowfells and Astral Space. It is almost pitch black but there are shapes and living creatures that can be found here. It allows the vessels to teleport over vast distances with StarCaster engine. |
==== Starship Maintenance and Resupply ==== | ==== Starship Maintenance and Resupply ==== | ||
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'''COVERING FIRE'''</br> | '''COVERING FIRE'''</br> | ||
Increase your Strength or Dexterity score by 1, maximum of 20. While wielding a modern range weapon you can, as a bonus action, designate one space within the weapon’s basic range. You are considered to be threatening this five-foot area that you can make opportunity attacks with your ranged weapon. With an auto weapon you can threaten a 10x10ft area but use 10 rounds with OA (or larger if using a Heavy Autofire weapon or Bolt-Storm feat). | Increase your Strength or Dexterity score by 1, maximum of 20. While wielding a modern range weapon you can, as a bonus action, designate one space within the weapon’s basic range. You are considered to be threatening this five-foot area that you can make opportunity attacks with your ranged weapon. With an auto weapon you can threaten a 10x10ft area but use 10 rounds with OA (or larger if using a Heavy Autofire weapon or Bolt-Storm feat). | ||
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'''EXO-ARMOR PROFICIENCY'''</br> | '''EXO-ARMOR PROFICIENCY'''</br> | ||
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==== Updated Feats from the PHB ==== | ==== Updated Feats from the PHB ==== | ||
First, not using the ''Healer'' Feat (most covered by a Medical Kit). Updating ''Great Weapon Fighter''' and ''Sharp Shooter'' to say “Take a penalty up to your Proficiency bonus to your attack and add double that to your Damage if you successfully hit (i.e. at 1st level character can only take a -2 to attack to gain a +4 to damage)”. Sharp Shooter only works for archery and crossbow weapons. For ''Heavy Armor Specialization'', you only gain the reduced damage from advanced weapons if the armor you are wearing is also advanced. Weapons with the AP feature count as magical when used against a heavy armor specializations damage reduction. Weapon Master Feat allows you to also choice Pistol, Rifle or Heavy weapons. | First, not using the ''Healer'' Feat (most covered by a Medical Kit). Updating ''Great Weapon Fighter''' and ''Sharp Shooter'' to say “Take a penalty up to your Proficiency bonus to your attack and add double that to your Damage if you successfully hit (i.e. at 1st level character can only take a -2 to attack to gain a +4 to damage)”. Sharp Shooter only works for archery and crossbow weapons. For ''Heavy Armor Specialization'', you only gain the reduced damage from advanced weapons if the armor you are wearing is also advanced. Weapons with the AP feature count as magical when used against a heavy armor specializations damage reduction. Weapon Master Feat allows you to also choice Pistol, Rifle or Heavy weapons. | ||
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=== NEW SITUATIONS/ACTIONS === | === NEW SITUATIONS/ACTIONS === | ||
'''Aim''': if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover. | '''Aim''': if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on full cover. | ||
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| Mass driver cannon || 150k || 4d10 x5 piercing || -- || 20/40 || 1k || AP, fixed 2, magnetic, loading | | Mass driver cannon || 150k || 4d10 x5 piercing || -- || 20/40 || 1k || AP, fixed 2, magnetic, loading | ||
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− | | Super mass | + | | Super mass driver || 450k || 6d10 x5 piercing || -- || 20/40 || 2.5k || AP, fixed 3, magnetic, loading |
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| Plasma cannon || 75k || 5d12 || 400/3,000 || -- || 100 || AP, direct fire (AOE 20ft), plasma, reloading (pc/E shots 20), semi | | Plasma cannon || 75k || 5d12 || 400/3,000 || -- || 100 || AP, direct fire (AOE 20ft), plasma, reloading (pc/E shots 20), semi | ||
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− | | Partial | + | | Partial cannon || 300k || 5d8 x6 plasma || 500/4,000 || 5/40 || 500 || AP, direct fire (AOE 30ft, space 2), fixed, plasma, powered |
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− | | Partial cannon, | + | | Partial cannon, heavy || 700k || 6d10 x6 plasma || 500/4,000 || 5/40 || 1.5k || AP, direct fire (AOE 40ft, space 3), fixed, plasma, powered |
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| Ion cannon || 50k || 3d10 || 1,000/5,000 || 10/50 || 250 || Direct fire (AOE 10ft), fixed, lon DC20, powered | | Ion cannon || 50k || 3d10 || 1,000/5,000 || 10/50 || 250 || Direct fire (AOE 10ft), fixed, lon DC20, powered | ||
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− | | Ion cannon, | + | | Ion cannon, heavy || 100k || 5d10 || 1,000/5,000 || 10/50 || 600 || Direct fire (AOE 20ft, space 1), fixed 2, ion DC25, powered |
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| Tractor beam || 75k || restrain || 1,000/5,000 || 10/50 || 500 || Fixed 2, powered | | Tractor beam || 75k || restrain || 1,000/5,000 || 10/50 || 500 || Fixed 2, powered | ||
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|} | |} | ||
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{| class="wikitable" | {| class="wikitable" | ||
− | | '''SIZE''' || ''' | + | | '''SIZE''' || '''POWER/ENERGY''' || '''HD''' || '''HP''' || '''SAVE''' || '''THRES''' || '''HARD''' || '''STR''' |
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− | | Medium || 24hrs | + | | Medium || 24hrs 1F/-- || 3 || 30 || -2 || 18 || 2 || 16 |
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− | | Large || 12hrs | + | | Large || 12hrs 1F/-- || 6 || 60 || -1 || 26 || 2 || 22 |
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− | | Huge || 10hrs | + | | Huge || 10hrs 1G/-- || 9 || 90 || +0 || 35 || 3 || 30 |
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− | | Gargantuan || 8hrs | + | | Gargantuan || 8hrs 2G/5 || 12 || 120 || +1 || 45 || 3 || 40 |
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− | | Colossal || 8hrs | + | | Colossal || 8hrs 2H/20 (5) || 16 || 160 || +2 || 55 || 4 || 50 |
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− | | Behemoth || 8hrs | + | | Behemoth || 8hrs 4H/50 (10) || 20 || 200 || +4 || 70 || 5 || 70 |
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− | | Titan || 8hrs | + | | Titan || 8hrs 8H/100 (20) || 25 || 250 || +6 || 90 || 6 || 90 |
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− | | Leviathan || | + | | Leviathan || --/150 (30) || 35 || 350 || +8 || 110 || 8 || 110 |
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− | | Dreadnaught || | + | | Dreadnaught || --/250 (50) || 50 || 500 || +10 || 130 || 12 || 130 |
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|} | |} | ||
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==== Golem Creation ==== | ==== Golem Creation ==== | ||
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