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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: 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> | ||
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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> | ||
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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> | ||
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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. | |
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− | + | 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 == | ||
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'''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, Powercell 2A/8hrs.</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, Powercell 2A/8hrs.</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> | ||
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=== ARMOR === | === ARMOR === | ||
LIGHT ARMOR</br> | LIGHT ARMOR</br> | ||
− | '''Synthetic Weave''' | + | '''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> | '''Armored Longcoat''': an armored dusker or trenchcoat worn by cheap gangers and anyone wanted to look a little shady.</br> | ||
'''Light Flak Vest'''[https://www.pinterest.com/pin/108156828539153670/]: a light but resistant compressed ballistic cloth flak that protects the user’s chest area. </br> | '''Light Flak Vest'''[https://www.pinterest.com/pin/108156828539153670/]: a light but resistant compressed ballistic cloth flak that protects the user’s chest area. </br> | ||
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'''Force Body Vest''': a rigid hardened force chest and back plate.</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> | '''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''' | + | '''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.</br> |
− | '''Aramid Survival Suit''' | + | '''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'''[https://www.pinterest.com/pin/914862414922508/]: 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> | '''Combat Void Armor'''[https://www.pinterest.com/pin/914862414922508/]: 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'''[https://www.pinterest.com/pin/193725221458212678/]: this suit uses molecule-sized machines to alter the composition of the armored 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> | '''Nanotech Armor'''[https://www.pinterest.com/pin/193725221458212678/]: this suit uses molecule-sized machines to alter the composition of the armored 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> | ||
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HEAVY ARMOR</br> | HEAVY ARMOR</br> | ||
'''Flak Longcoat''': this heavy 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. It counts as Winter Clothing (see Clothing and Protective Gear) when button up tight</br> | '''Flak Longcoat''': this heavy 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. It counts as Winter Clothing (see Clothing and Protective Gear) when button up tight</br> | ||
− | '''Carbide Armor''' | + | '''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'''[https://www.pinterest.com/pin/184647653461960681/]: This is a slightly less advantaged 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> | '''Tactical Body Armor'''[https://www.pinterest.com/pin/184647653461960681/]: This is a slightly less advantaged 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> | '''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> | ||
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'''Common-class Clothing'''*: basic clothing of the middle classes. Wt. 6lbs, Cost 150 credits</br> | '''Common-class Clothing'''*: basic clothing of the middle classes. Wt. 6lbs, Cost 150 credits</br> | ||
'''Elite-class Clothing'''*: formal suits and dress of the business or nobles. Wt. 8lbs, Cost 800 credits</br> | '''Elite-class Clothing'''*: formal suits and dress of the business or nobles. Wt. 8lbs, Cost 800 credits</br> | ||
− | '''Royal Clothing'''* | + | '''Royal Clothing'''*: regal wear, heavy and bulky. +1 equipment bonus to Charisma skills in appropriate situations. Wt. 16lbs, Cost 3,000 credits. For 10,000 credits increase the Charisma bonus to +2</br>. |
'''Shift Fabric''': clothing that can change colors and ‘design’ with one’s mood, etc. Adds +1 Charisma skills in most situations. Wt. 6lbs, Cost 4,000 credits, Powercell B/2hrs.</br> | '''Shift Fabric''': clothing that can change colors and ‘design’ with one’s mood, etc. Adds +1 Charisma skills in most situations. Wt. 6lbs, Cost 4,000 credits, Powercell B/2hrs.</br> | ||
'''Camouflage Uniform'''*: in correct environment grant advantage Dexterity (Stealth) checks (but disadvantage in all others). Wt. 6lbs, Cost 100 credits (patterns include forest, artic, jungle, etc.)</br> | '''Camouflage Uniform'''*: in correct environment grant advantage Dexterity (Stealth) checks (but disadvantage in all others). Wt. 6lbs, Cost 100 credits (patterns include forest, artic, jungle, etc.)</br> | ||
− | '''Night Cloak''' | + | '''Night Cloak''': cloak that absorbs ambient light and grant advantage Dexterity (Stealth) checks but only in Dim or Dark light obscure. Powercell B/6hrs. Wt. 4lbs, Cost 500 credits |
'''Camo-Cloak''': changes patters with background, grant advantage Dexterity (Stealth) checks in all situations 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). Wt. 4lbs, Cost 2,500 credits, Powercell B/1hr.</br> | '''Camo-Cloak''': changes patters with background, grant advantage Dexterity (Stealth) checks in all situations 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). Wt. 4lbs, Cost 2,500 credits, Powercell B/1hr.</br> | ||
'''Hiking Boots'''*: wearer has advantage vs. exhaustion caused by long journeys on foot. Wt. 3lbs, Cost 50 credits.</br> | '''Hiking Boots'''*: wearer has advantage vs. exhaustion caused by long journeys on foot. Wt. 3lbs, Cost 50 credits.</br> | ||
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'''Rebreather''': a gas mask that cover the whole head and includes large shattered resistant goggles. Powercell A/12hrs, total immunity when powered or when unpowered grants advantage on any saving throws against inhaled harmful gases or toxins or harmful/low/dense pressure atmospheres. Wt. 1lb, Cost 100 credits.</br> | '''Rebreather''': a gas mask that cover the whole head and includes large shattered resistant goggles. Powercell A/12hrs, total immunity when powered or when unpowered grants advantage on any saving throws against inhaled harmful gases or toxins or harmful/low/dense pressure atmospheres. Wt. 1lb, Cost 100 credits.</br> | ||
'''Aquamask''': a full face mask allows wearer to breath and goggles to see unobscured underwater. Powercell A/hr, Wt. 1lb, Cost 600 credits</br> | '''Aquamask''': a full face mask allows wearer to breath and goggles to see unobscured underwater. Powercell A/hr, Wt. 1lb, Cost 600 credits</br> | ||
− | '''Hazmat Suit''' | + | '''Hazmat Suit''': Full body suit with filtration system to provide +4 equipment bonus and advantage to saving throws against radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Powercell 2A/8hrs, Wt. 8lbs, Cost 500 credits.</br> |
'''Wet Suit''': skintight wetsuit and air tank for up to eight hours underwater, advantage with saving throws vs. cold and advantage with Strength (Athletics) skill checks when swimming. Powercell B/4hrs, Wt. 10lbs, Cost 300 credits.</br> | '''Wet Suit''': skintight wetsuit and air tank for up to eight hours underwater, advantage with saving throws vs. cold and advantage with Strength (Athletics) skill checks when swimming. Powercell B/4hrs, Wt. 10lbs, Cost 300 credits.</br> | ||
− | '''Skinsuit''' | + | '''Skinsuit''': are extremely advanced void suits, using elastic pressure of the suit’s material to protect the wearer from the void (see Environmental rules). They are common throughout the Known Worlds in come in all shapes and sizes for the various species, but must be custome fit for their specifics. The suits contain thermal conductors and heat radiators to protect them from the extreme temperatures of space and the dangerous radiation (while powered ignores deadly radiation levels and grants advantage on saves vs. Extreme levels). Suits include a clear, flexible polymer head-covering bubble that automatically activates if the suit’s dataslate detects vacuum conditions. Other integrated systems include a squawker, a basic dataslate and HUD that can project standard data onto wear’s visor cover. The suits run on two B powercells that provide protection from the void of space for 18 hours. Skinsuits can be worn underneath armor to provide benefits. Wt. 8lbs, Cost 100 credits.</br> |
=== COMMUNICATIONS AND COMPUTERS === | === COMMUNICATIONS AND COMPUTERS === | ||
All of the following pieces of equipment includes voice recognition, photo & video recorder, chorno-time piece, datafiles & memory storage, etc.</br> | All of the following pieces of equipment includes voice recognition, photo & video recorder, chorno-time piece, datafiles & memory storage, etc.</br> | ||
− | '''Comlink/Squawker''': a basic hand-held radio mik, 10 miles range under perfect conditions. Powercells AA/24hrs, Wt. 1lb, Cost 25 credits | + | '''Comlink/Squawker''': a basic hand-held radio mik, 10 miles range under perfect conditions. Powercells AA/24hrs, Wt. 1lb, Cost 25 credits (Whisper Pin upgrade ads hand-free and subtle for +50 credits)</br> |
− | '''Voice Caster''': backpack or shoulder pad style-comlink with satellite uplink unit, otherwise have an effective 500 miles range. Powercells 2B/24hrs, Wt. 10lbs, Cost 500 credits | + | '''Voice Caster''': backpack or shoulder pad style-comlink with satellite uplink unit, otherwise have an effective 500 miles range. Powercells 2B/24hrs, Wt. 10lbs, Cost 500 credits |
− | '''Image Lantern''': | + | '''Image Lantern''': holographic com-projector. Range 50 miles with a satellite uplink. Powercells 2A/2hrs, Wt. 6lbs, Cost 2,000 credits</br> |
− | '''Dataslate''' | + | '''Dataslate''': a standard wrist or hand-held ‘smart’ computer with comlink. Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills (it takes an action to use a dataslate skill): Computers Use, Culture, Investigation, Perception and Technology. Powercell A/48hrs, Wt. 2lbs, Cost 150 credits</br> |
DATASLATE UPGRADES</br> | DATASLATE UPGRADES</br> | ||
'''''Advisor''''': A.I. upgrades. Each +2 to Intelligence (max 18) cost +250 credits. Each +2 to Wisdom (max 16) cost +300 credits. Increasing its Proficiency bonus to +3 costs 500 credits, or to +4 is 2,000 credits, or +5 is 10,000 credits.</br> | '''''Advisor''''': A.I. upgrades. Each +2 to Intelligence (max 18) cost +250 credits. Each +2 to Wisdom (max 16) cost +300 credits. Increasing its Proficiency bonus to +3 costs 500 credits, or to +4 is 2,000 credits, or +5 is 10,000 credits.</br> | ||
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==== Hand Scanners ==== | ==== Hand Scanners ==== | ||
All of pieces of gear require proficiency in Intelligence (Computer Use) to use propertly or are used at disadvantage on usage.</br> | All of pieces of gear require proficiency in Intelligence (Computer Use) to use propertly or are used at disadvantage on usage.</br> | ||
− | '''Auspex Suite''' | + | '''Auspex Suite''': this hand scanner uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure within its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a DC15 check (+5 for every 50 feet farther away) the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. Higher DC can determine more detailed information (like creature types). Powercell B/1hr, Wt. 4lbs, Cost 2,000 credits</br> |
'''Electronic/Radio Transition Detector''' (bug detector): this hand-wand unit allows the user to make a DC15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away +5 to the DC. Powercell A/2hrs, Wt. 2lbs, Cost 200 credits.</br> | '''Electronic/Radio Transition Detector''' (bug detector): this hand-wand unit allows the user to make a DC15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away +5 to the DC. Powercell A/2hrs, Wt. 2lbs, Cost 200 credits.</br> | ||
'''Explosives Detector''': hand-wand unit lets this user makes a DC15 check to detect explosives within 10 feet. Each five feet farther +5 to the DC. Powercell A/2hrs, Wt. 2lbs. Cost 500 credits</br> | '''Explosives Detector''': hand-wand unit lets this user makes a DC15 check to detect explosives within 10 feet. Each five feet farther +5 to the DC. Powercell A/2hrs, Wt. 2lbs. Cost 500 credits</br> | ||
'''Mana-Detector''': this simple device detect the basic magical levels of the area out to 30 feet with a DC10 check. Higher rolls deduce additional information and can detect linger arcane effects, spells used, college of spell effect, etc. Powercells AA/2hrs, Wt. 1lb, Cost 100 credits</br> | '''Mana-Detector''': this simple device detect the basic magical levels of the area out to 30 feet with a DC10 check. Higher rolls deduce additional information and can detect linger arcane effects, spells used, college of spell effect, etc. Powercells AA/2hrs, Wt. 1lb, Cost 100 credits</br> | ||
'''Medscanner''': a small hand-held wand allows a DC15 check to determine a type of disease or poison, higher DC can grant additional information and details. Also grants advantage with Wisdom (Medicine) checks. Powercell A/2hrs, Wt. 2lbs, Cost 400 credits.</br> | '''Medscanner''': a small hand-held wand allows a DC15 check to determine a type of disease or poison, higher DC can grant additional information and details. Also grants advantage with Wisdom (Medicine) checks. Powercell A/2hrs, Wt. 2lbs, Cost 400 credits.</br> | ||
− | '''Motion Detector''' | + | '''Motion Detector''': this hand sensor unit can detect any movement within 60 feet with a DC15 check, adding +5 to the DC for every 10 additional feet away. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check, anything over a foot of material blocks it entirely. Targets that take Dash action grants advantage to the user’s check while those standing still impose disadvantage to check. Powercell A/1hr, Wt. 3lbs, Cost 1,000 credits.</br> |
'''Planetary Survey Kit''': this backpack sized scanner is used to gather and analysis data on a planet. The user can create detailed charts for navigation, exploration and seek out minerals compounds and life sights and basic detail of types. The better the check the more detailed the information. A basic reading starts at DC10. Powercell B/1hr, Wt. 20lbs, Cost 500 credits.</br> | '''Planetary Survey Kit''': this backpack sized scanner is used to gather and analysis data on a planet. The user can create detailed charts for navigation, exploration and seek out minerals compounds and life sights and basic detail of types. The better the check the more detailed the information. A basic reading starts at DC10. Powercell B/1hr, Wt. 20lbs, Cost 500 credits.</br> | ||
'''Spellware Detector''': this hand-wand unit detects if a subject has implanted spellware. The user makes a DC 15 checks vs. targets within 10 feet. With a DC 20+ user gains targets’ Stain level and basic info on type of spellware. DC 25+ gives more detailed info. Powercell A/1hrs, Wt. 2lbs, Cost 500 credits.</br> | '''Spellware Detector''': this hand-wand unit detects if a subject has implanted spellware. The user makes a DC 15 checks vs. targets within 10 feet. With a DC 20+ user gains targets’ Stain level and basic info on type of spellware. DC 25+ gives more detailed info. Powercell A/1hrs, Wt. 2lbs, Cost 500 credits.</br> | ||
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=== MEDICAL GEAR AND DRUGS === | === MEDICAL GEAR AND DRUGS === | ||
− | Drugs weight of around 12 doses per pound. Drugs can also be used with Air Pistols (see Injector Ammunition) or administered through a hypospray or syringe. | + | Drugs weight of around 12 doses per pound. Drugs can also be used with Air Pistols (see Injector Ammunition) or administered through a hypospray or syringe. |
− | + | Antibiotic* (drug): this drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated. Most take a rest before one can benefit again. Cost 50 credits a dose. | |
− | + | Antivenom* (drug): when applied a target may re-roll a saving throw against the Poisoned condition if they have it. If any hit point lost to the subject in the last hour where cause by poison-type damage, the subject recovers ½ of that damage back in 1d6 rounds. Cost 30 credits per dose. | |
− | + | Cryo-Coffin: coffin like device can suspend a creatures within for several days. A creature that has died in the last minute (10rds) that is placed in the machine can be restored to life within 7 days. This requires 1hr of surgery and a DC20 Medicine check. If successful the creature is restored to 1 HP but has five levels of Exhaustion and no Hit Dice. Powercell D/7 days, Wt. 200lbs, Cost 2,000 credits. | |
− | + | Frezone (drug): this is an illegal combat drug popular with pit fighters and mercs. A target of a dose of Frezone gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target also deals an addition +2 damage with melee attacks. These affects last for 4d6 rounds and then bonuses disappear and the user gains a level of exhaustion. Cost 300 credits a dose. | |
− | + | Drug kit: includes a hypospray injector and comes with space for 60 vials of various drugs listed here (purchased separately). Wt. 6lbs, Cost 125 credits. | |
− | + | Healing Elixirs (drug): advanced potions of healing. When applied to a target a basic elixir restores 2d4+2 HP immediate. Advanced elixir restores 4d4+4 HP and master elixir restores 4d8+4 HP. Basic cost 25 credits, advanced 100 credits and master cost 500 credits a dose. | |
− | + | Hypospray Syringe: this advanced injector allows a medic, with an action, to administer various drugs to a willing adjacent target. It requires a melee attack roll to use against an unwilling target. These injectors can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered. Powercell A/200 applications. Wt. ½lb (1lb full), Cost 100 credits. | |
− | + | Medical Kit: advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. A fully stocked Medical kit comes with a hypospray injector and has units of supplies for 10 base uses. Wt. 40lbs (Restocking a medical kit costs 25 credits and Wt. 2lb per unit of supplies), Cost 600 credits. The kits have a variety of uses, each requiring one unit of supplies: | |
− | + | As a full round action make a DC15 Wisdom (Medicine) check. Success heals the target 1d8 + the user’s Wisdom score and proficiency bonus (if proficient with Medicine skill). Target must complete a rest to benefit from this again. | |
− | + | As a full round action gain Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can have HP restored in this way again but can still be stabilized. | |
− | + | Grants up to six creatures (including user) Advantage on Hit Dice rolls during a short or long rest. | |
− | + | Attempt surgery in the field but double the time required (minimum 1 hour) and the check is at Disadvantage. DCs are variable but usually start at 15. | |
− | + | Attempt to cure a disease or neutralize a poison (DC varies). This may also require more than one action of work (various by poison and disease). | |
− | + | Painkiller* (drug): render a creature resistant to the effects of pain. When applied, gain 2d8 temporary Hit Points. A target cannot benefit from painkillers again until it has completed a long rest. Cost 30 credits per does. | |
− | + | Radcleanse (drug): a mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose may roll a Hit Dice (best if multi-classed) and restore that amount to their maximum HP reduced due to radiation damage. They also get advantage on the constitution save to recover more of their maximum hit points (see The Environment). A creature cannot benefit from another dose of radcleanse until after it has completed a long rest. Cost 100 credits per dose. | |
− | + | Sprayskin: this miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. As an action, when applied to an adjacent target or oneself, the target regains 2d4 hit point immediately. Then it gains ¼ (round up) its best Hit Dice back that it must spend on its next rest. These HD do not count towards the number spent by the target during a rest but still gain any other benefits (like from a Medical kits, etc.). Target also regains one addition Hit Dice after a long rest. The target must complete a long rest before benefiting from sprayskin again. Wt. ½lb, Cost 50 credits per dose. | |
− | + | Stabilizer Pack: small one-use advance drug pack are injected into a subject. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (grant 3 death saves successes). It also restores the subject to 1 HP. A creature must complete a long rest before it can have its HP restored in this way again (but it can be used to stabilize). Wt. ½lb, Cost 50 credits | |
− | + | Stimulant (drug): this medicine heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Intelligence (Investigation) and Wisdom (Perception) checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain one additional level of exhaustion. Cannot benefit from it again until after a long rest. Cost 30 credits per dose. | |
− | + | Syringe*: these are simply one-dose syringes. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. It requires an attack roll to use against an unwilling target. Wt. ¼lb, Cost 5 credits | |
=== MISCELLANEOUS GEAR === | === MISCELLANEOUS GEAR === | ||
− | + | 3D Printer: this device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight. Double time for simple tech weapons (like slug throwers). Just the weapon, ammo must be created separately (and only standard types). Powercell C/10hrs. Wt. 10lbs, Cost 500 credits. | |
− | + | Adhesive Patches*: small squares made of the same material as void suits, adhesive patches can seal most breaches as an action. Wt. 1lb for ten, Cost 20 credits. | |
− | + | Artisan Tools: Anything from the PHB (pg. 154) but skills to create items include Arcana, Mechanic or Technology (GM’s call). May or may not be analog. Powercell for non-analog up to the GM based on the size and function of the kit. Wt. 5-500lbs, Cost 5 to 1,000 credits. | |
− | + | Beacon: when activated, this powerful hand-held device transmits a signal to the nearest replay point to broadcast a distress message. This drains the powercell after one use, meaning the message containing the beacon’s location at the time of activation. On a planet the range is 500 miles or up to a satellite link, in space this is 5 AU. Powercell B/one use, Wt. 1lb, Cost 200 credits. | |
− | + | Giger Counter: is a simple card-sized detector that automatically informs the wearer of what an areas’ present level radiations is. Powercell AAA/1year. Wt. ¼lb, Cost 10 credits. | |
− | + | Exoskeleton: this custom fit device can be worn beneath loose clothing and enhances the user’s Strength to 19 and counts as Large size for encumbrance (but not a large sized creature). It has no affect if the user Strength if his base score is 19 or higher. Powercell B/1hr. Wt. 5lbs, Cost 1,500 credits. Advanced suit increase the Strength to 21 and count as Huge for encumbrance. Powercell C/1hr, Wt. 10lbs, Cost 5,000 credits (Restricted). | |
− | + | Fusion Generator: fusion generator can recharge any powercell (base time up to D, for E & F twice as long, anything higher four times). Wt. 15lbs, Cost 6,000 credits (fuel cells last at least 10 years). | |
− | + | Generator*: a gas-powered generator can run electric lanterns, recharge powercells of B-size or less at the basic time. Could recharge a C powercell in twice the normal time. Wt. 40lbs, Cost 100 credits (can run about an hour on five gallons of petrol, cost 20 credits to refill tank) | |
− | + | Golem Control Rig: this shoulder-pack rig allows the user to interface and issue commands remotely to golems. The basic range is 5 miles. See Golems. Wt. 10lbs, Cost 500 credits. | |
− | + | Grapnel gun: a pistol sized grapple launcher with 500 feet of wire rope (takes an action to fire and secure the line). Grants a Climb speed of 50ft a round (up or down). Max weight capacity of 500 pounds. Wt. 8lbs, Cost 200 credits (a new cartridge of wire rope cost 50 credits and weighs 5 lb.) | |
− | + | Grav Chute: this small anti-grav backpack, relying on suspensor fields to counter gravity and allows user to fall safely from any altitude (including low orbit). Depending on the distance the chute has a flight speed of 40 feet a round but it can only go ‘down’ with minimum directional control (other than “fall” in that direction). Powercell B/1hr. Wt. 20lbs, Cost 3,000 credits. | |
− | + | Grav Pad: this large pad (about 6 feet across) can carry up to 1,000lbs and floats 2-3 feet off the ground, which can be pushed by a single being at Base speed with minimum effort by the user (minimum strength of 6). Powercell – E/12 hours, Wt. 400lbs when unpowered, Cost 2,000 credits. | |
− | + | Jetpack: this is a short range jet backpack unit that allows the wearer to fly. The pack has a maximum weight of 300 pounds and altitude of 200 feet. The pack can hove (Move 0 but requires 5ft of move to ‘stabilize’ yourself) and a Flying speed of 60ft. Powercells 2C provide flight (or hovering) for 30 rounds of use (does not need to be continuous). Wt. 15lbs, Cost 1,500 credits. | |
− | + | Language Translator: this small handheld device provides text and audio translation of all basic known languages. Wt. 1lb, Cost 5,000 credits. Advanced models can learn new languages at a rate of one 2d6 days so long as its’ exposed to it each day. Cost 10,000 credits. Powercell 2A/24hrs. | |
− | + | Matter Cutter: focused laser cutters to make narrow cuts through most matter. They are common for salvage crews and marines to breach ship hulls. As an action they can cut a half inch wide, one foot long line through 30 HP of matter (ignoring resistance and hardness). Starship hulls have 50 HP per one foot line +10 per level of extra Armor and Reinforced Hull mods. As an improvised melee weapon, attacks at disadvantage and deal 3d4+12 fire damage with the AP property (does not add ability modifier to damage). Powercell B works for 20 rounds of use. Wt. 5lbs, Cost 4,000 credits. | |
− | + | Micro-Drone: a very small (Fine Size) remote control drone with a camera and sound transmitter. The range is limited to 1,000 feet from the controller unit (a Golem Rig will also work). Powercell – Drone AAA/1hr, controller A/1hr. Wt. ½lb drone, 1lb controller, Cost 200 credits. | |
− | + | Pressure Tent: this backpack style case can be inflate in 1d6 rounds, to a large enough tent to hold up to four medium size creatures and provide normal atmosphere for up to one week, even in a vacuum environment. Includes an individual airlock. Powercell – 2D/1 week, Wt. 40lbs, Cost 750 credits. | |
− | + | Repair Kit: universal tool kit for making repairs and changes. Miniaturization has reduced the size down into an easy to carry case. Powercell – B/1 year, Wt. 20lbs, Cost 250 credits. | |
− | + | Rope*: can support 500lbs. Wt. 1lb and Cost 5 credits per 50ft (max 500ft). Syntasilk rope supports 2,000lbs; 3lbs and 20 credits per 50ft. Durarope supports 10,000lbs; 5lbs and 50 credits per 50ft. | |
− | + | Tags: this tiny devices are easily concealed (DC20 Investigation, DC25 Perception) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device. Bugs detect sounds, Radios detect radio signals, Motion sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Powercell – Tags AAA/7days; listening device, A/2hrs. Wt. nil for tag. 2lbs for listener, Cost 25 credits per tag, 200 credits listener | |
− | + | Transmitter Beacon: This device greatly enhances transporter ranges (see Vehicles pg. 26). Powercell – G/20 transports, Wt. 750lbs, Cost 5,000 credits. | |
− | + | Wall Climb Patches: these patches use a specialized electroadhesive patches that are worn on the user’s hands and feet allow the user its base Speed as a Climb speed on ‘hard’ (metal, glass, stone, etc.) surfaces. Powercell 2A/1 hour, Wt. 4lbs. Cost 100 credits. | |
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=== SECURITY GEAR === | === SECURITY GEAR === | ||
− | Note that all types of advanced locks the DC to overcome is also the Dispel DC to depower. | + | Note that for all types of advanced locks the DC to overcome is also the Dispel DC to depower. |
− | + | Ether-Eyes: these are advanced night-vision goggles that grant the user Darkvision out to 120 feet and a +2 equipment bonus to Perception checks. Powercell A/1hr. Wt. 1lb, Cost 750 credits | |
− | + | Binoculars*: basic binoculars increase the user’s visual range up to x10 magnification. This means no penalty for Perception out to 500 feet, but limits peripheral vision greatly. Wt. 1lb, Cost 50 credits. | |
− | + | Vision Caster: computer enhanced macrobinoculars, grant advantage on Perception checks and ignores Dim light obscure out to the horizon of a planet’s surface or up to ten miles in space. However this limited to what the viewer is pointing at and has very limited peripheral vision. Powercell A/2hrs (one hour if using the Dark-vision feature). Wt. 2lbs, Cost 150 credits (Darkvison increases cost to 500 credits out to 1,000 feet). | |
− | + | Iron Shackles*: typical wrist or leg restraints, requires a DC 15 Athletics or Sleight of Hands (whatever is better) to escape or break them. Target is at disadvantage if hands behind its back. Can only make one check per hour and each time (successful or not) causes a level of exhaustion. Wt. 3lbs, Cost 50 credits. AC10, HP 10, Resistant, Hardness 8. | |
− | + | Electric-Binders: electric-magnetic shackles, as iron shackles but increase to DC 20. Powercell B/48hrs. Wt. 4lbs, Cost 500 credits. AC10, HP 10, Resistant, Hardness 8. | |
− | + | Gen-Lock: this door lock scans the genetic code of owner before opening. Base DC30 with a Security kit. Powercells 2B/7days. Wt. 5lb, Cost 2,500 credits. AC10, HP 20, Resistant, Hardness 8. | |
− | + | Mag-Lock: these magnetic door locks come with keypad access port. Base DC20 with a Security kit. Powercells 2B/14days. Wt. 5lbs, Cost 500 credits. AC10, HP 18, Resistant, Hardness 8. | |
− | + | Scrambler Pad: are magnetic random keypad lock system. Base DC25 with a Security kit. Powercells 2B/7days. Wt. 5lbs, Cost 750 credits. AC10, HP 15, Resistant, Hardness 8. | |
− | + | Wellesley Lock*: this is an old-style, primitive iron lock that requires DC15 Thieves Tools. Wt. 2lbs, Cost 50 credits. AC10, HP 15, Resistant, Hardness 8. High quality DC20 for 250 credits and Wt. 5lbs. | |
− | + | Screamer: proximity alarm that detects motion and sound, base Perception check +8 (passive perception 23). Within 30ft, if motion is detected they set of an extremely loud alarm. They automatically detects ultra-sound waves (Stummers). Powercell B/24hrs. Wt. 3lbs, Cost 300 credits. | |
==== Counter Security ==== | ==== Counter Security ==== | ||
− | + | Stummer: this pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to Stealth checks but only for moving silently (does not allow you user to hide without cover etc.) Powercell B/1hr. Wt. 3lbs, Cost 1,500 credits | |
− | + | Disguise Kit*: carrying bag with various cosmetic tools to disguise oneself. Wt. 6lbs, Cost 200 credits. | |
− | + | Holobelt: this belt projects a holographic image of the wear over itself as the Disguise Self spell (PHB 272) but the duration is the powercell. Powercell C/1hr, Wt. 3lbs, Cost 1,000 credits (Restricted). | |
− | + | Forgery Kits: this dataslate and mini-3D printer is used to craft illegal identification documents to fool various security systems. Powercell C/1hr, Wt. 4lbs, Cost 750 credits (Illegal). | |
− | + | Hacking Kit: this specialized kit is used to help slice past computer security protocols. They are of course illegal for most people to own. Powercell B/2hrs, Wt. 2lbs, Cost 750 credits (illegal). | |
− | + | Security Kit: these electronic dataslates are used to bypass electronic security locks (Gen-Locks, Magna-Locks and Scambler pads). Powercell B/2hrs, Wt. 2lbs, Cost 750 credits (Illegal). | |
− | + | Thieves Tools*: These are primitive, old school lock picking set. Wt. 1lb, Cost 75credits (Restricted). | |
+ | |||
+ | === PACKS AND RATIONS === | ||
+ | Explorer’s Pack: Includes a backpack, a sleeping bag, survival tools, a mess kit, flashlight, 10 flares, 6 days of rations bars (18lbs), canteens (12lbs full/2 days), emergency beacon and 50 feet of rope. Cost 100 credits, Wt. 40 lbs. | ||
+ | Infiltrator’s Pack: Includes a backpack, door alarm, flashlight, 2 days of rations bars (6lbs), canteen (6lbs full/1 day) glass cutter, wall climbing patches, disguise kit, bug detector and a tiny camera. Cost 500credits Wt. 20 lbs. | ||
+ | Spacer’s Pack: Includes a duffel bag, spare coverall, 10 adhesive patches, 2 days of rations bars (6lbs), canteen (6lbs full/1 day) entertainment device, towel, toiletries, and 150 feet of rope. Cost 50 credits, Wt. 20 lbs. | ||
+ | Surveillance Pack: Includes a backpack, basic binoculars, infrared scope, micro-camera drone and controller, 2 sticky cameras, 2 radio tags, 2 audio tags. Cost 500 credits, Wt. 25 lbs. | ||
+ | Ration Bar*: advanced freeze-drying and condensing techniques allow a complete meal to be packed into a 4” by ½” thick bar. Three bars provides the full daily nutrient requirements of a medium sized creature (small size creature can get by on two). Wt. 3 lbs., Cost 10 credits per day of bars (3 bars). Long term usages can have an effect on moral, etc. GM’s call. | ||
+ | MRE*: Meals, ready to eat add bulk and better taste value then bars. Wt. 6 lbs., Cost 30 credits a day. | ||
+ | Filter Canteen: So long as you have a water source this canteen can filter out pollutants and toxins for clean drinking water. Powercell A/1 month. Wt. 1 lb. empty (6 lbs. full or one day for a medium sized creature), Cost 35 credits. | ||
=== SPELLWARE (CYBERNETIC) === | === SPELLWARE (CYBERNETIC) === | ||
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=== GOLEM (ROBOTS) === | === GOLEM (ROBOTS) === | ||
Golems are non-sentient robots and androids (unlike Warforged) and drones are nonhumanoid robots. 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 are non-sentient robots and androids (unlike Warforged) and drones are nonhumanoid robots. 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. | ||
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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> | ||
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'''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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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'''[https://www. | + | '''''Raptor'' Light Attack Fighter'''[https://www.pinterest.com/pin/1970393575042452/]: 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'''[https://www.pinterest.com/pin/ | + | '''Imperial ''Katana'' Gun-Ship'''[https://www.pinterest.com/pin/1970393575042452/]: 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> | ||
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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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'''HD''' (Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles.</br> | '''HD''' (Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles.</br> | ||
'''HP''' (Hit Points): The amount of damage the vehicle can suffer before being disabled. Vehicles have resistant to all Damage from non-AP weapons property attacks and spells.</br> | '''HP''' (Hit Points): The amount of damage the vehicle can suffer before being disabled. Vehicles have resistant to all Damage from non-AP weapons property attacks and spells.</br> | ||
− | '''Saves''': The vehicles base save verse Ion and Pincher EMP attacks. Only required for | + | '''Saves''': The vehicles base save verse Ion and Pincher EMP attacks. Only required for non-Analog.</br> |
'''Thres''' (Damage Threshold): 10 + Strength modifier + bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100).</br> | '''Thres''' (Damage Threshold): 10 + Strength modifier + bonus (Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100).</br> | ||
'''Hardness''': Reduce all damage dealt by this amount, after resistance is applied.</br> | '''Hardness''': Reduce all damage dealt by this amount, after resistance is applied.</br> | ||
'''Strength''': the minimum Strength for a vehicle of that size. Dexterity is a base 10 unless upgraded.</br> | '''Strength''': the minimum Strength for a vehicle of that size. Dexterity is a base 10 unless upgraded.</br> | ||
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==== Golem Creation ==== | ==== Golem Creation ==== | ||
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