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'''SURVIVAL GEAR'''</br>
 
'''SURVIVAL GEAR'''</br>
'''Chemical Suit''': 600¥, Wt. 10lbs. A chemical suit provides immunity its wearer from contact hazards. Often combined with Gas Mask for inhaled protection. With a Gas Mask also gain advantage against dangerous radiation levels. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) causes tears and render the suit useless. Wearing this suit imposes disadvantage with Stealth.</br>
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Chemical Suit: 600¥, Wt. 10lbs. A chemical suit provides immunity its wearer from contact hazards. Often combined with Gas Mask for inhaled protection. With a Gas Mask also gain advantage against dangerous radiation levels. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) causes tears and render the suit useless. Wearing this suit imposes disadvantage with Stealth.
'''Gas Mask''': 150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage and +4 equipment bonus to any saving throw against inhaled toxins and poisons and immunity to eye contact toxins while worn. However the wearer also has limited visual range due to the goggles and suffers an -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.</br>
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Gas Mask: 150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage and +4 equipment bonus to any saving throw against inhaled toxins and poisons and immunity to eye contact toxins while worn. However the wearer also has limited visual range due to the goggles and suffers an -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.
'''Filter Plugs''': Cost 25¥, Wt. nil. Add +4 equipment bonus to saves from inhaled toxins and poisons when worn in the user’s nasal cavities.</br>
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Filter Plugs: Cost 25¥, Wt. nil. Add +4 equipment bonus to saves from inhaled toxins and poisons when worn in the user’s nasal cavities.
'''Hazmat Suit''': 1,500¥, Wt. 20lbs. Immunity from airborne & contact toxins, poisons and pollutions. Advantage against all types of radiation and resistance to dangerous and extreme levels. Oxygen tanks last 4 hvours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank (weighs 8lbs, replacement tank costs 400¥, refill 100¥). The wearer is at disadvantage to Stealth and a -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.</br>
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Hazmat Suit: 1,500¥, Wt. 20lbs. Immunity from airborne & contact toxins, poisons and pollutions. Advantage against all types of radiation and resistance to dangerous and extreme levels. Oxygen tanks last 4 hours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could pierce the suit (acid but not cold, etc.) it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank (weighs 8lbs, replacement tank costs 400¥, refill 100¥). The wearer is at disadvantage to Stealth and a -3 equipment penalty to passive perception and Perception checks and -1 on ranged attack rolls.
'''Wet Suit''': 600¥, Wt. 8lbs. Driving suit with oxygen tank. User can breathe underwater with 2 hour oxygen tank and gains +4 equipment bonus to saving throws against cold and raising to fast in pressure environment conditions (see the Environment). Also includes feet flippers that add a Swim speed of 25ft but impose a -10ft movement to Speed on land.</br>
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Wet Suit: 600¥, Wt. 8lbs. Driving suit with oxygen tank. User can breathe underwater with 2 hour oxygen tank and gains +4 equipment bonus to saving throws against cold and raising to fast in pressure environment conditions (see the Environment). Also includes feet flippers that add a Swim speed of 25ft but impose a -10ft movement to Speed on land.
'''Winter Clothing''': 250¥, Wt. 8lbs. A winter coat & hood, gloves and boots.</br>
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Winter Clothing: 250¥, Wt. 8lbs. A winter coat & hood, gloves and boots.
'''Artic Survival Suit''': 800¥, Wt. 14lbs. Advanced/thicker winter cloth plus goggles and artic pants, gloves, etc.</br>
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Artic Survival Suits: 800¥, Wt. 14lbs. Advanced/thicker winter cloth plus goggles and artic pants.
'''Light Sticks''': 10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides bright light within a 15 feet radius and dim illumination within a 30 feet sphere radius for one hour.
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Light Sticks: 10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides bright light within a 15 feet radius and dim illumination within a 30 feet sphere radius for one hour.
'''Micro-Flares''': 25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscure). Provides dim illumination within a 20ft sphere for 1 minute.</br>
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Micro-Flares: 25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscure). Provides dim illumination within a 20ft sphere for 1 minute.
'''Rope, standard''': 20¥, Wt. 4lbs. Base 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a '''DC25''' Strength check to break.</br>
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Rope, standard: 20¥, Wt. 4lbs. Base 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break.
'''Myineric Rope''': 1,000¥, Wt. 6lbs. Base 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking about a minute with a wireless or voice command). Grants advantage on any Athletics checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a '''DC25''' Strength check to break (Restricted).</br>
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Myineric Rope: 1,000¥, Wt. 6lbs. Base 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking 1 minute). Grants advantage on any Athletics checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break (Restricted).
'''Stealth Rope''': 500¥, Wt. 5lbs. Base 50ft of stealth rope that will disintegrate without a trace in two rounds after a voice or wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break (Restricted).</br>
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Stealth Rope: 500¥, Wt. 5lbs. Base 50ft of stealth rope that will disintegrate without a trace in two rounds after a wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a DC25 Strength check to break (Restricted).
'''Rappelling Gloves''': Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed without suffering damage.</br>
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Rappelling Gloves: Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed without suffering damage.
'''Canteen''': 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥.</br>
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Canteen: 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥.
'''MRE Ration''': 5¥, Wt. 5lb each. One days’ worth of nutritious (but bland) food. Requires ½ gallon of water (2 quarts) to provide minimum nutrition for subject.</br>
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MRE Ration: 5¥, Wt. 5lb each. One days’ worth of nutritious (but bland) food. Requires ½ gallon of water (2 quarts) to provide minimum nutrition for subject.
'''Survival Kit''': 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +4 equipment bonus to Survival checks.</br>
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Survival Kit: 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +2 equipment bonus to Survival checks.
 
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UTILITY CHEMICALS
'''UTILITY CHEMICALS'''</br>
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Glue Sprayer: 100¥, Wt. ½lb/canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a DC 25 Strength check at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥).
'''Glue Sprayer''': 100¥, Wt. ½lb/canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a '''DC25''' Strength check at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥).</br>
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Thermite Burning Bar: 250¥, Wt. 1lb/bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a DC 10 Tools (Demolitions) check to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military).
'''Thermite Burning Bar''': 250¥, Wt. 1lb/bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a '''DC10''' Mechainics check (disadvantage without a Demolitions kit) to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military).</br>
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VISUAL AND AUDIO DEVICES
 
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Pen-Light: 10¥, Wt. ¼lb. A small hand or helm mounted devise that provides bright light up to 50 feet away, dim out 100ft.
'''VISUAL AND AUDIO DEVICES'''</br>
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Flashlight: 20¥, Wt. 1lb. A light hand-held unit, provides bright light out to 200 feet (dim 200ft) or 40 foot radius (double dim light with radius). For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning).
'''Pen-Light''': 10¥, Wt. ¼lb. A small hand or helm mounted devise that provides bright light up to 50 feet away, dim out 100ft.</br>
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Binoculars: 250¥, Wt. 1lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular.
'''Flashlight''': 20¥, Wt. 1lb. A light hand-held unit, provides bright light out to 200 feet (dim 200ft) or 40 foot radius (double dim light with radius). For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning).</br>
 
'''Binoculars''': 250¥, Wt. 1lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular.</br>
 
 
[[File:SR.D5.googles.jpg | 250px | left]]
 
[[File:SR.D5.googles.jpg | 250px | left]]
'''Goggles''': 100¥, Wt. ½lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles.</br>
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Goggles: 100¥, Wt. ½lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles.
'''Glasses''': 250¥, nil weight. With an action, a '''DC15''' Perception check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses.</br>
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Glasses: 250¥, nil weight. With an action, a DC15 Perception check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses.
'''Monocle''': 150¥, nil weight. With an action, a '''DC15''' Perception check to notice its’ different. Can hold up to 3 Visual Enhancements, but only with one eye (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle.</br>
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Monocle: 150¥, nil weight. With an action, a DC15 Perception check to notice its’ different. Can hold up to 4 Visual Enhancements, but only with one eye (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle.
Contact Lenses: 500¥, nil weight. With an action, a '''DC18''' Perception check at disadvantage, to notice. Can hold up to 2 Visual Enhancements. Costume eye contact lenses.</br>
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Contact Lenses: 500¥, nil weight. With an action, a DC18 Perception check at disadvantage, to notice. Can hold up to 2 Visual Enhancements. Costume eye contact lenses.
'''Earplugs''': 150¥, nil weight. With an action, a '''DC18''' Perception check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones.</br>
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Earplugs: 150¥, nil weight. With an action, a DC18 Perception check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones.
'''Headphones''': 250¥, Wt. ½lb. With an action, a '''DC12''' Perception check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices.</br>
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Headphones: 250¥, Wt. ½lb. With an action, a DC12 Perception check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices.
 
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Audio Enhancements – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device will fit).
'''Audio Enhancements''' – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device will fit).
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Audio Amplifier: +400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.
* '''Audio Amplifier''': +400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.
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Audio Enhancer: +300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening.
* '''Audio Enhancer''': +300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening.
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Dampener: +200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage.
* '''Dampener''': +200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage. Also Resistance to sonic damage.
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High/Low Freq Hearing: +400¥. This enhancement grants the user High/Low Frequenting Hearing.
* '''High/Low Freq Hearing''': +400¥. This enhancement grants the user High/Low Frequenting Hearing.
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Spatial Sound Recognizer: +1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Detected by Low Freq Hearing.
* '''Spatial Sound Recognizer''': +1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Detected by Low Freq Hearing.
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Visual Enhancements – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.)
'''Visual Enhancements''' – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.)
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Low-Light Vision: +200¥. As species sense Low-Light Vision.
* '''Low-Light Vision''': +200¥. As species sense Low-Light Vision.
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Flare Compensation: +200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users.
* '''Flare Compensation''': +200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users.
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Dark Vision: +500¥. This enhancement grants the user Darkvision out to 60 feet.
* '''Dark Vision''': +500¥. This enhancement grants the user Darkvision out to 60 feet.
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Vision Enhancement: +450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight.
* '''Vision Enhancement''': +450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight.
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Vision Magnification: +400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.
* '''Vision Magnification''': +400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage.
 
  
 
=== CYBERNETICS ===
 
=== CYBERNETICS ===

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