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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.</br>
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Note that for all types of advanced locks the DC to overcome is also the Dispel DC to depower.
'''Ether-Eyes'''[https://www.pinterest.com/pin/797559415236808968/]: 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</br>
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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.</br>
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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).</br>
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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.</br>
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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.</br>
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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.</br>
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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.</br>
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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.</br>
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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.</br>
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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.</br>
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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</br>
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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.</br>
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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).</br>
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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).</br>
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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).</br>
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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).</br>
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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).</br>
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Thieves Tools*: These are primitive, old school lock picking set. Wt. 1lb, Cost 75credits (Restricted).
  
 
=== SPELLWARE (CYBERNETIC) ===
 
=== SPELLWARE (CYBERNETIC) ===

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