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| #1riberberoOct 07, 2011 14:45:29 | Cybernetics, Martial Arts, Martian Nazis, and of course... lots of delicious flan!!!
In the near future... the world is divided into the dominated and the dominators. Tiphares, a floating artificial utopia, rules the Scrap Yard, the surface, absolutely. But no one on the surface down below knows when or why this floating city was made—or by whom.
THE SCRAP YARD The Scrap Yard. Home to the rubbish and refuse—both human and artificial—of Tiphares, a utopia above the clouds. A huge city made out of the scrap and junk fallen from the heaven above. Down here, in a violent society monitored only by Factory Law, ordinary people and cyborgs struggle every day for survival. Criminals are assigned a bounty on their head, and they are persecuted by freelance Hunter-Warriors for chips, the only currency available here. Limb thefts, murder, and bloody entertainments are all daily trademarks of the Scrap Yard. But even amidst this society’s cold ruthlessness, some people will fight to regain control over their lives and Destiny, challenging everyone and everything that tries to stop them by conquering their own Karma.
Scrap Yard Geography The Scrap Yard, managed by the Factory, is a large metropolis located beneath Tiphares whose sole function is to gather and process resources for the use of Tiphares itself. These resources are then sent up to the floating city via 12 large and heavily monitored Connection Tubes. The Scrap Yard is centered around the vast dump heap below Tiphares, at the center of which is a giant pile of refuse known as Mount Tiphares. The city can be accessed by 11 Station Gates, each under the control of its respective Factory. Surrounding the Scrap Yard are 29 Factory Farms and an unspecified number of mining facilities, which supply food, supplies, and raw materials to the Scrap Yard. These are linked to the Scrap Yard by the Factory Railroad and can also be accessed via motor transport. The Scrap Yard is surrounded by the Hydro-Wall, a fountain of super viscous liquid projected 20 meters in the air by a high-pressure electromagnetic pump, which forms a circle around the city. Within this circle the Scrap Yard is equally divided into four sectors, each corresponding to one of the four cardinal directions. Each sector contains three factories with the exception of the Southern Sector, which contains two; Factory 1212 was incidentally destroyed during an incident in ES 501.
THE FACTORY The Scrap Yard is governed by the Factory, the facilities for manufacturing food and goods sent to Tiphares via the tubes. No humans work in the factories, only cyborgs called Deckmen. Factory exists not for the Scrap Yard but solely for the benefit of Tiphares. This pseudo-government enforces certain laws in the Scrap Yard called the Factory Law. This is mostly to ensure smooth operation of the Factories.
Factory Law When a crime is reported to local Deckmen or Netmen, a bounty is set and the local Hunter-Warriors hunt down the perpetrator. Factory only actively hunts down Class A crimes, such as stealing of factory goods, by arming Netmen and letting them draft the Hunter-Warriors and lead the chase. Netmen are external remote terminal units mostly used to accept reports of crimes. The only punishment in the Scrap Yard is death.
Class A Crimes: - Destruction of Factory premises. - Stealing of Factory goods. - Hacking into the Factories or Tiphares. - Employment or possession of any firearms. - Manufacture or possession of flying vehicles. - Rebellion against Hunter-Warrior code.
Class B Crimes: - Causing brain death (except during competitive events). - Causing brain injury (except during competitive events). - Taking body parts from the living. - Trading in live brains and spinal columns. - Stealing of common goods. |
| #2riberberoOct 07, 2011 15:06:47 | Ok, fresh from the Z.O.T.T. comes:
Anomaly (PL 8) A 12 meters tall mechanical monster born on planet Mercury. It is primarily composed of an independent colony of nanites that evolved into a complex life-form out of Mercury’s ocean of gray-goo nanomachines.
Anomaly: CR 18; Gargantuan construct; HD 16d10+80; hp 240; Mas -; Init +4; Spd 20 ft.; Defense 20, touch 18, flat-footed 18; BAB +22; Grapple +43; Atk: Advanced hand +36 melee (1d8+14 bludgeoning nonlethal), or Libido cannon +22 ranged (3d12 plasma[fire]); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ construct traits, immunity to critical hits, repairable, robot resurrection, DR 5/energy; AL owner (Mercury); SV Fort +10, Ref +10, Will +10; AP 0; Rep +0; Str 38, Dex 10, Con -, Int -, Wis 10, Cha 1. Skills: Listen +8, Spot +8. Feats: Alertness, Exotic Weapon Proficiency (libido cannon), Improved Initiative, Personal Firearms Proficiency. Equipment: Fusion engine, AV transmitter, Libido cannon (with loading mechanism, weapon mount, and 6 reloads).
The Anomaly robot has the following systems and accessories:
Frame: Biomorph. Locomotion: Legs. Manipulators: Advanced hands (2). Armor: Neovulcanium armor. Sensors: Class IX sensor system. Skill Software: Listen skill progit (4 ranks), Spot skill progit (4 ranks). Feat Software: Feat net: Exotic Weapon Proficiency (libido cannon), Alertness, Improved Initiative, Personal Firearms Proficiency. Ability Upgrade: Dexterity upgrade (2). Accessories: Fusion engine, AV transmitter, Libido cannon (with loading mechanism, weapon mount, and 6 reloads)[unique homebrew weapon], magnetic feet, self-repair unit, nanite self-repair cluster, inertial inhibitor.
If you want me to, I could post a complete version of the Libido Cannon, but since I won't be allowing this item to my players, it doesn't really matter to me. |
| #3riberberoOct 07, 2011 15:10:53 | Factory employees:
DECKMAN - Factory Law Remote Terminal (PL 7) Human-faced cylinder-shaped robotic employees with human brains working to promote and preserve Factory laws and services. They come in a variety of different personalities and faces, and they are numbered from 01 to 99. Deckmen run all Factory owned Facilities and Farms, and move up and down from Tiphares via the connection tubes. Purchase DC 32; Restriction (Military +3).
Deckman: CR ½; Small-size construct; HD ½d10+5; hp 10; Mas -; Init +4; Spd none (stationary); Defense 17 (+1 size, +1 Dex, +5 equipment), touch 12, flat-footed 16; BAB +0; Grapple -4; Atk: 2 advanced hands +1 melee (1d2 nonlethal bludgeoning), or +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct traits, repairable, robot resurrection, scent; AL owner (Factory); SV Fort +0, Ref +1, Will +0; AP 0; Rep +0; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 5. Skills: Computer Use +8, Diplomacy +5, Knowledge (current events) +8, Read/Write Language (english), Speak Language (english), Spot +12. Feats: Plug-and-Play Brain* (robot feat).
The “Deckman” has the following systems and accessories:
Frame: Biomorph. Locomotion: Stationary. Manipulators: Advanced hands (2). Armor: Alumisteel armor. Sensors: Nerve web (audio, gustatory, olfactory, tactile, visual). Skill Software: Language chip (english), skill net (Computer Use 8 ranks, Knowledge (current events) 8 ranks, Diplomacy 8 ranks, Spot 8 ranks). Feat Software: Plug-and-Play Brain progit*. Ability Upgrade: Charisma upgrade (+4). Accessories: Internal storage unit (10 lb.), vocalizer.
NETMAN - Factory Law Remote Terminal (PL 7) Netmen are vaguely humanoid-looking mobile remote terminals that actively promote and maintain Factory Law. They incorporate an AV monitor complete with keyboard, and a small printer for handing out updated wanted bulletins. A human brain is stored inside their solid case, and various organic human sensory organs (such as a mouth and ears) are randomly attached to its metallic body. Netmen actively pursue Class A wanted criminals, and often join their forces with the local Hunter-Warriors. Netmen are numbered from 01 to 99. Purchase DC 33; Restriction (Military +3).
Netman: CR 2; Medium-size construct; HD 1d10+10; hp 20; Mas -; Init +4; Spd 30 ft. (6 sq.); Defense 22 (+4 Dex, +8 equipment), touch 14, flat footed 18; BAB +1; Grapple +3; Atk: Pincer +3 melee (1d3+2 lethal piercing or nonlethal bludgeoning), or mounted rail gun +5 ranged (3d12 ballistic and special); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision (60 ft.), construct traits, repairable, resistance to acid 10, cold 10, electricity 10, and fire 10, robot resurrection, scent; AL owner (Factory); SV Fort +0, Ref +4, Will +0; AP 0; Rep +0; Str 14, Dex 16, Con -, Int -, Wis 10, Cha 5. Skills: Computer Use +8, Diplomacy +5, Knowledge (streetwise) +8, Navigate +10, Read/Write Language (english), Speak Language (english), Spot +12. Feats: Plug-and-Play Brain* (robot feat). Possessions: Keyboard, printer, rail gun (with weapon mount).
The “Netman” has the following systems and accessories:
Frame: Biomorph. Locomotion: Casters. Manipulators: Pincer. Armor: Duralloy armor. Sensors: Nerve web (audio, gustatory, olfactory, tactile, visual). Skill Software: Language chip (english), skill net (Computer Use 8 ranks, Knowledge (streetwise) 8 ranks, Diplomacy 8 ranks, Spot 8 ranks). Feat Software: Personal Firearms Proficiency progit, Plug-and-Play Brain progit*. Ability Upgrade: Dexterity upgrade (+6), Charisma upgrade (+4). Accessories: AV recorder, AV transmitter, survivor array, weapon mount, vocalizer.
*In reality Deckmen and Netmen are both equipped with true organic human brains. They have been brainwashed and reeducated to become living extensions of the Factory Law. I mainly decided to build them as robots instead of cyborgs because of their bizarre and unique “bodies”. It seems to me that the rules for robots are more fitting in this case. |
| #4riberberoOct 07, 2011 15:19:29 | Remember that feedback and constructive criticism are more than welcome; just avoid senseless blabber. Thanks.
Daisuke Ido, Cyber-Doctor
Daisuke Ido: Male human Smart Hero3/Technosavant10; CR 13; Medium-size humanoid; HD 3d6+10d6; hp 48; Mas 10; Init +2; Spd 30 ft.; Defense 18, touch 18, flat-footed 16 (+2 Dex, +6 class); BAB +8/+3; Grapple +10 (+18 vs. robots); Atk: Rocket-hammer +12/+7 melee (2d4+4 piercing plus 2d6 vs. robots; crit.20/x3), or rocket-hammer +4 melee (2d4+12 piercing plus 2d6 vs. robots; crit.20/x3); FS 5 ft. by 5 ft.; Reach 5 ft.; AL good; SV Fort +4, Ref +8, Will +7; AP 12; Rep +4; Wealth +23; Str 14, Dex 14, Con 10, Int 17, Wis 10, Cha 12. Skills: Computer Use +18, Craft (chemical) +8, Craft (electronic) +18, Craft (mechanical) +23, Craft (pharmaceutical) +8, Craft (structural) +6, Craft (visual art) +5, Craft (writing) +3, Decipher Script +5, Demolitions +3, Disable Device +11, Drive +5, Forgery +3, Investigate +5, Knowledge (art) +3, Knowledge (behavioral sciences) +3, Knowledge (business) +3, Knowledge (civics) +3, Knowledge (current events) +3, Knowledge (earth and life sciences) +8, Knowledge (history) +3, Knowledge (physical sciences) +10, Knowledge (popular culture) +3, Knowledge (streetwise) +3, Knowledge (tactics) +3, Knowledge (technology) +18, Knowledge (theology and philosophy) +3, Navigate +3, Pilot +6, Profession +10, Read/Write Language (english, german, japanese, technocant), Repair +21, Research +14, Search +5, Speak Language (english, german, japanese, technocant), Spot +8, Treat Injury +8. Feats: Builder, Cybernetic Surgery, Craft Cybernetics, Exotic Melee Weapons Proficiency (rocket-hammer), Gearhead, Heroic Surge, Mastercrafter, Power Attack, Salvage, Simple Weapons Proficiency, Surgery, Weapon Focus (rocket-hammer). Abilities: Smart Hero: savant (Craft (mechanical), Repair); Technosavant: technocant, robomancer, technophile, cybermancer, skilled salvager, down with robots (+2d6/+8), exotic weapon adept, super cybersurgeon, virtual Houdini, expeditious salvager, build prototype. Cybernetics: M.I.B. brain bio-chip (defect). Occupation: Technician (Craft (electronic), Craft (mechanical), Repair). Possessions: Aluminium travel case (40 lb.), computer (notebook), electrical tool kit (basic), goggles, mechanical tool kit (basic), rocket-hammer, rolling case (40 lb.), surgery kit, various personal belongings.
ROCKET-HAMMER (PL 7) This customized two-handed melee weapon is a large-headed pointed hammer which houses a rocket booster on its back. As a full-round action it can be assembled for combat or be disassembled and transported via a rolling case. If the character wielding the rocket-hammer makes a Power Attack, he presses a switch on the long shaft, and the rocket booster turns on. If used in this fashion, this weapon’s thrust allows it to penetrate up to 10 points of hardness. This weapon is always considered to be of masterwork quality, thus granting a +1 bonus on all damage rolls made with it. It requires the Exotic Melee Weapon Proficiency (rocket-hammer) feat to be wielded without penalties. Damage: 2d4. Critical: 20/x3. Damage Type: Piercing. Range Inc.: -. Size: Large. Weight: 40 lb. Purchase DC: 24. Restriction: Illegal (+4). |
| #5riberberoOct 07, 2011 15:36:51 | Embrace the power of Karmatron!
Desty Nova, Mad Scientist
Desty Nova: Male human Smart Hero5/Technosavant10; CR 15; Medium-size humanoid; HD 5d6+10d6; hp 58; Mas 13; Init +5; Spd 30 ft.; Defense 18, touch 18, flat-footed 17 (+1 Dex, +7 class); BAB +9/+4; Grapple +8 (+16 vs. robots); Atk: Slam +8/+3 melee (1d3-1 nonlethal plus 2d6 lethal vs. robots), or Nova's machinegun +10/+5 ranged (2d6 ballistic plus 2d6 vs robots; crit. 20/x2); SQ darkvision (180 ft.); FS 5 ft. by 5 ft.; Reach 5 ft.; AL chaotic evil; SV Fort +4, Ref +7, Will +10; AP 14; Rep +5; Wealth +26; Str 8, Dex 12, Con 10, Int 18, Wis 14, Cha 13. Skills: Computer Use +20, Craft (chemical) +4, Craft (electronic) +20, Craft (mechanical) +23, Craft (pharmaceutical) +20, Craft (structural) +17, Craft (visual art) +4, Craft (writing) +4, Decipher Script +4, Demolitions +4, Disable Device +20, Drive +1, Forgery +4, Investigate +10, Knowledge (art) +4, Knowledge (behavioral sciences) +11, Knowledge (business) +4, Knowledge (civics) +10, Knowledge (current events) +9, Knowledge (earth and life sciences) +10, Knowledge (history) +4, Knowledge (physical sciences) +12, Knowledge (popular culture) +4, Knowledge (streetwise) +4, Knowledge (tactics) +4, Knowledge (technology) +22, Knowledge (theology and philosophy) +11, Navigate +10, Pilot +1, Profession +2, Read/Write Language (english, japanese, technocant), Repair +16, Research +14, Search +4, Speak Language (english, japanese, technocant), Spot +10, Treat Injury +12. Feats: Builder, Craft Cybernetics, Cybernetic Surgery, Cybertaker, Educated, Gearhead, Improved Damage Threshold, Improved Initiative, Mastercrafter, Medical Expert, Personal Firearms Proficiency, Salvage, Simple Weapons Proficiency, Surgery. Abilities: Smart Hero: savant (Craft (mechanical)), exploit weakness, trick; Technosavant: technocant, robomancer, technophile (+5), cybermancer, skilled salvager (+5), down with robots (+2d6/+8), exotic weapon adept, super cybersurgeon, virtual Houdini, expeditious salvager, build prototype. Cybernetics: M.I.B. brain bio-chip (defect), backup bio-chip (hidden in his chest). Occupation: Technician (Craft (mechanical), Knowledge (technology), Research). Possessions: Aluminium travel case (40 lb.), computer (notebook), electrical tool kit (basic), mechanical tool kit (basic), Nova’s goggles (same as the mecha Class V Sensor System), Nova's machinegun, surgery kit, ZPE battery, various personal belongings. |
| #6riberberoOct 07, 2011 15:44:51 | Zapan, Hunter-Warrior
Zapan: Male human (cyborg) Strong Hero3/Tracer7; CR 10; Medium-size humanoid (cyborg); HD 3d8+7d8 plus 14; hp 69; Mas 14; Init +6; Spd 25 ft. (5 sq.); Defense 19, touch 18, flat-footed 17 (+2 Dex, +6 class, +1 equipment); BAB +10/+5; Grapple +13; Atk: Slam +14/+9 melee (1d6+3 bludgeoning), or machete +13/+8 melee (1d6+3 slashing, crit. 19-20); SQ hardness 10; FS 5 ft. by 5 ft.; Reach 5 ft.; AL neutral; SV Fort +4, Ref +6, Will +3; AP 11; Rep +2; Wealth +24; Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 12. Skills: Climb +3, Disguise +2, Drive +4, Gather Information +3, Handle Animal +1, Hide +6, Investigate +6, Jump +5, Knowledge (current events) +2, Knowledge (streetwise) +6, Listen +3, Move Silently +6, Pilot +2, Profession +4, Read/Write Language (english), Repair +4, Search +2, Sense Motive +2, Speak Language (english), Spot +3, Survival +5, Swim +3. Feats: Archaic Weapons Proficiency, Brawl, Combat Reflexes, Cybertaker, Heroic Surge, Improved Initiative, Power Attack, Simple Weapon Proficiency, Stealthy, Track, Urban Tracking. Abilities: Strong Hero: ignore hardness, melee smash; Tracer: target species (wanted criminals), swift strike +2d6, Uncanny stealth (full speed, charge/run). Cybernetics: Anti-shock implant (1 head), artifical organs (eyes, tongue) (none), combat body (none), facial skin (fine) (none), ground-penetrating audio (1 head), prosthetic enhancers (2 legs), prosthetic head upgrade. Occupation: Hunter-Warrior (Investigate, Survival). Possessions: Leather jacket, machete, shirt, jeans, various personal belongings. |
| #7riberberoOct 07, 2011 15:58:32 | Here is a little homebrew rule for new cybernetic bodies that replace the Total Organ Replacement from d20 Cyberscape:
FULL-CYBORGS An individual that replaces most or all of his organic body (by means of a full-body cybernetic replacement) along with vital organs or limbs is referred to as a full-cyborg. A person may become a full-cyborg when his organic body his severely damaged or he or she may simply elect to have a cybernetic body. The only two parts of these full-cyborgs that remain human are the brain and spinal column (which can’t be replaced), although the body has a few pseudo-biological components. A bio-converter stomach is used to feed the brain, real blood flows through the biological parts. The full-cyborg has a real spinal column and living flesh on the face in some cases. Spinal columns are the only part (along with the brain) that cannot be artificial replicated, so obviously spinal columns are very valuable. Full-cyborg bodies range from about 5 feet tall and a few hundred pounds to massive multi-ton gladiator bodies. Most full-cyborgs have real skin on the head, and hair as well, but the body does not have real skin, although it is sculpted to look human. All full-cyborgs share their cybernetic full-bodies’ hardness and hit points. Using this rule, a character is permitted to stay alive as long as his brain remains intact (a brain can be transplanted from one body to another); definitive brain death can still occur due to brain damage such as oxygen starvation or irreversible damage (such as the brain being splattered on the road of a Motorball race).
Here is a list of all biological parts that can be replaced by cybernetic parts: - Full-body - Torso - Arm - Hand - Leg - Foot - Sensory Organ - Vital Organ (except for the Brain, see below) - Head - Face
And here is a list of the vital organs that can’t be replaced by cybernetic parts, thus making the original biologic organ indispensable: - Spinal Column (can be surgically transplanted, but only with another organic spinal column) - Brain (can be only transplanted from one cybernetic body to another, or be replaced with a brain bio-chip) |
| #8riberberoOct 07, 2011 16:24:25 | Some basic full-body cybernetic replacements:
CYBERNETIC FULL-BODY REPLACEMENTS
ECONOMY STREET BODY (PL 7) A cheap civilian cybernetic body that replaces an organic human body, complete with chest, limbs, and vital organs. Because of its cheap materials and fragility, this body is not well suited for combat.This cybernetic full-body implant replaces the recipient’s limbs, skin and all internal organs other than the brain and spinal column with artificial cybernetic replacements. The recipient’s cardiovascular system, musculature, and digestive system are all replaced. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s weight is tripled. He gains a +2 equipment bonus to Strength, but takes a –2 penalty to Dexterity (to a minimum Dexterity score of 1), and his speed is reduced to half normal. The recipient can speak. The recipient has an armor check penalty of –4 and an arcane spell failure chance of 25%. The recipient’s unarmed attacks deal damage equal to a club of his size (1d4 for Small characters, 1d6 for Medium size characters), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. Type: Full-body. Location: None. Hardness/Hit Points: 5/shared with the recipient. Base Purchase DC: 28. Restriction: None.
LUXURY STREET BODY (PL 7) A more expensive civilian cybernetic body, complete with fine details and decorations, enhancing the wearer’s appearance. Because of its delicate details and structural fragility, this body is not well suited for combat. This cybernetic full body implant replaces the recipient’s limbs, skin and all internal organs other than the brain and spinal column with artificial cybernetic replacements. The recipient’s cardiovascular system, musculature, and digestive system are all replaced. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s weight is doubled. He gains a +2 equipment bonus to Strength, but takes a –2 penalty to Dexterity (to a minimum Dexterity score of 1), and his speed is not reduced. He also gains a +2 equipment bonus to Charisma. The recipient can speak. The recipient has an armor check penalty of –2 and an arcane spell failure chance of 20%. The recipient’s unarmed attacks deal damage equal to a club of his size (1d4 for Small characters, 1d6 for Medium-size characters), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. Type: Full-body. Location: None. Hardness/Hit Points: 5/shared with the recipient. Base Purchase DC: 30. Restriction: None.
COMBAT BODY (PL 7) Often used by Hunter-Warriors as well as criminals, this cybernetic body is especially good for combat. This cybernetic full-body implant replaces the recipient’s limbs, skin and all internal organs other than the brain and spinal column with artificial cybernetic replacements. The recipient’s cardiovascular system, musculature, and digestive system are all replaced. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s weight is doubled. He gains a +4 equipment bonus to Strength, but takes a –2 penalty to Dexterity (to a minimum Dexterity score of 1), and his speed is reduced to half normal. The recipient can speak. The recipient has an armor check penalty of –4 and an arcane spell failure chance of 25%. The recipient’s unarmed attacks deal damage equal to a club of his size (1d4 for Small characters, 1d6 for Medium size characters), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. Type: Full-body. Location: None. Hardness/Hit Points: 10/shared with the recipient. Base Purchase DC: 35. Restriction: Licensed (+1).
POWER BODY (PL 7) A huge and strong cybernetic body with a forty millimeter-thick armored skin. The Power Body vastly increases the physical strength and endurance of its wearer, enabling him to easily overcome smaller and weaker foes in battle. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient's size changes to Huge (see page 217 of the d20 Modern Core Rulebook for size modifiers) and he gains 40 extra hit points (permanent until wearing the body). The recipient’s weight is multiplied x10. He gains a +12 equipment bonus to Strength and a +6 equipment bonus to Constitution, but takes a –6 penalty to Dexterity (to a minimum Dexterity score of 1), and his speed is reduced to half normal. The recipient can speak. The recipient has an armor check penalty of –12 and an arcane spell failure chance of 45%. The recipient’s unarmed attacks deal damage equal to a club of his size (2d6 + Str modifier), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. Type: Full-body. Location: None. Hardness/Hit Points: 15/shared with the recipient +40 hp (see text). Base Purchase DC: 40. Restriction: Restricted (+2). |
| #9riberberoOct 07, 2011 16:51:19 | A new exotic melee weapon. It is called "elbow-blade" but is actually attached to the forearm:
DAMASCUS BLADE (PL 7) This rare elbow-blade was crafted by the finest blademaker by mixing various metals of different hardness (as well as scrap metal parts) to obtain what is considered to be the strongest steel in all the universe. The impurities give life to the steel, resulting in flexibility and tenacity—the strengths of the Damascus Steel. Benefit: For game purposes, this weapon is considered an exotic light melee weapon of Small size that deals 1d6 slashing damage (crit. 19-20/x2), also ignoring all hardness and the first 10 points of damage reduction. A Damascus Blade is always considered to be of masterwork quality, thus gaining the appropriate +1 bonus on attack rolls. Special: It requires the Exotic Weapon Proficiency (elbow-blade) feat to be wielded without penalties. The Weapon Finesse feat can also be applied to this weapon. [The Künstler’s advanced class elbogen blatt combat style also grants a bonus on attack rolls made with this weapon.] Purchase DC: 29. Restriction: Illegal (+4). |
| #10riberberoOct 09, 2011 6:30:37 | A quite unique new cybernetic über-full-body replacement.
BERSERKER BODY (PL 7) A powerful cybernetic body that was discovered amidst the wreckage of an ancient spaceship. This living cybernetic body is a work of art, created with a high technology and craftsmanship that have since long been lost. It is specifically designed to turn a human being into an efficient destructive weapon. The body’s variable skeletal muscles are composed of fine metal elements, both strong and soft, and have the ability to change their shape, adapting to the gender and size of the recipient. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s weight is doubled. He gains a +6 equipment bonus to Strength and a +2 equipment bonus to Constitution, but no penalty to Dexterity. The recipient can speak. The recipient has an armor check penalty of –2 and an arcane spell failure chance of 20%. The recipient’s unarmed attacks deal damage equal to a club of his size (1d4 for Small characters, 1d6 for Medium-size characters), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. The body also allows supersonic movement (speed multiplied x recipient’s Dex modifier) as well as some unique combat abilities: Plasma Jet (Ex): The Berserker Body allows to inhale air and electrically heat it. It can then be released as a plasma jet through the body’s fingertips at over 15.000 degrees Celsius. As a successful melee touch attack, the plasma jet deals 2d10 points of fire damage, also ignoring hardness. Berserker Mode Seal: Under normal circumstances, the body's powers are partially sealed for safety purposes. When the Berserker mode seal is released (by means of a successful DC 30 Disable Device ability check and one hour of work), the body gains some additional special powers, as described below. However, the user runs the risk of being consumed by the Berserker Body, which is constantly absorbing matter (2d4 Constitution drain/day [permanent], a successful Fortitude save CD 20 every 24 hours negates damage). EM Manipulation (Ex)[Sealed]: The Berserker Body allows to control and speed up both its internal plasma as well as external sources of heat, enabling the Berserker Body to change shape to reflect the recipient’s Karma. The body is able to change his physical form by electromagnetic manipulation (the GM changes the Berserker Body’s physical form to match the recipient’s Karma). The recipient changes his Str, Dex, and Con scores accordingly to his new form, but retains his own Int, Wis, and Cha scores (bonuses and penalties given by the Berserker Body still apply). Plasma Balls (Ex)[Sealed]: As a full-round action, the recipient can create 2d4 plasma balls out of his body. The spheres float around the recipient’s body, providing some additional protection against incoming attacks. The recipient gains 1 point of damage reduction for every present plasma ball; as soon as a single plasma ball is expended the relative DR point is lost. The plasma balls remain for 2d6 rounds, after which they dissolve without leaving a trace. A plasma ball can also be expended to make a ranged touch attack (with the recipient’s normal attack bonus) against a single opponent within 90 feet. If the sphere hits the target, it deals 2d10 points of plasma (fire) damage, also ignoring all hardness. Plasma Beast (Ex)[Sealed]: As a full-round action, the recipient is capable of manifesting a plasma beast (see below for details) from his body. The beast appears right next to the recipient and acts immediately after it appears (at the end of the recipient’s turn). The plasma beast remains for 2d6 rounds, after which it dissolves in a thunderbolt without leaving a trace, except for the smell of sulfur. The plasma beast does not respond to specific commands, but it tries to protects the recipient at the best of its possibilities by attacking obvious menaces. Only one plasma beast can be created at any given time, it is not possible to make more than one at the same time. Type: Full-body. Location: None. Hardness/Hit Points: 20/shared with the recipient. Base Purchase DC: 51. Restriction: Illegal (+4).
Plasma Beast Also called “demon dog” in British lore, “black jack” in the Norfolk region, or “pooka” in Ireland. It is a wolf-shaped supernatural beast composed entirely of high-temperature plasma. They prey on humans, disappearing in a thunderbolt which smells of sulfur.
Plasma Beast: CR 3; Medium-size elemental (plasma); HD 6d8+18; hp 45; Mas -; Init +2; Spd 50 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +4; Grap +5; Atk +6 melee (1d6+1 plus 2d10 plasma, bite); Full Atk +6 melee (1d6+1 plus 2d10 plasma, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., low-light vision, scent, trip, elemental immunities, cannot be revived; AL owner; SV Fort +8, Ref +7, Will +6; AP 0; Rep +0; Str 13, Dex 15, Con 17, Int 2, Wis 12, Cha 10. Skills: Hide +7, Listen +7, Move Silently +8, Spot +7, Survival +2 (+6 when tracking by scent). Feats: Alertness, Run, Track, Weapon Focus (bite). Plasma Body (Ex): Every creature or object that comes into direct contact with a plasma beast’s body suffers 2d10 plasma (fire) damage points (no save). Plasma damage also ignores all hardness. Flammable objects have a chance of catching on fire, suffering 1d6 additional fire damage points for every round until the fire has been extinguished (at the cost of a full-round action), or the object has burnt out. Scent (Ex): This ability allows a plasma beast to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Trip (Ex): A plasma beast that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the plasma beast. Skill Bonuses: Plasma beasts receive a +4 species bonus on Survival checks when tracking by scent. |
| #11riberberoOct 10, 2011 11:55:24 | This Large cybernetic melee weapon with reach can only be installed on a Power Body cybernetic full-body replacement:
GRIND CUTTERS (PL 7) Superfast whip-like vibrocutters that are built into the Power Body’s fingers. Up to five g-cutters can be fired simultaneously from the hand. The grind cutters can be extended or retracted when not in use, and can be shot out to some lengths. Super vibration actuators enable the g-cutters to move at three to four times the speed of sound, easily piercing through armor and ripping both flesh and steel apart. Benefit: For game purposes, this weapon is considered a cybernetic single-handed melee weapon with reach (30 ft.) of Large size that deals 5d6 piercing/slashing damage (crit. 20/x2), also ignoring hardness and the first 5 points of damage reduction. Grind Cutters are always considered to be of masterwork quality, thus gaining the appropriate +1 bonus on damage rolls. Special: Due to his unusual size, this weapon can only be installed on a Power Body full-body cybernetic replacement. The weapon comes already furnished with a dedicated internal weapon mount. It requires the Cybernetic Weapons Proficiency feat to be wielded without penalties. Purchase DC: 32. Restriction: Military (+3). |
| #12riberberoOct 10, 2011 12:38:17 | This cybernetic (partially organic) sensor array is usually mounted on a Power Body, but other options are also possible. Please note that it is similiar to the mecha sensor system, but this one works only on living targets (and with reduced range):
BOARHEAD (PL 7) This talking boarhead-shaped computer usually attached to the Power Body’s belt can give advices on favorable defense and attack methods during a fight. It features an organic sensor array to boost its scanning effectiveness. Benefit: With a successful Computer Use (DC 15) and a move action, the recipient can use the Boarhead sensor system to actively scan a single living target (usually another human or cyborg) and determine all the following information about that target. - The target’s size. - The target’s locomotive capabilities (tactical speed, swimming speed, flight speed, and so on). - The number of visible (external) cybernetic parts installed, if applicable. - The composition of the target’s cybernetic body (or full-body), as well as the type of its armor, if any. - The target’s equipped/installed weapons (functional and nonfunctional). - How much damage (in hit points) the target has taken. Activation: Move action (active scan mode only). Range: 120-ft.-radius emanation centered on the Boarhead. Area: 1 living target (active scan only). Duration: 1 round (active scan mode only). Saving Throw: None. Type: External. Location: One torso (belt). Hardness/Hit Points: 5/10. Purchase DC: 28. Restriction: Military (+3). |
| #13riberberoOct 10, 2011 13:44:23 | A new cybernetic full-body replacement: (You can have this body under another full-body replacement, but only the latter's bonuses apply)
MAGGOT BODY (PL 7) A customized cybernetic body with the shape of a maggot. It features a big spike on the head’s top that can be fired as a ranged weapon. The long, snakelike body terminates in a spiked tail that houses a small but extremely powerful bomb used as an emergency self-destruct device. Despite not having any limbs, the body is very fast and can also swim. It is specially adapted for hijacking and taking over larger cybernetic full-bodies that give the wearer size and other capabilities that the Maggot Body lacks. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient's size changes to Small (see page 217 of the d20 Modern Core Rulebook for size modifiers). The recipient’s weight is halved. He gains a +2 equipment bonus to Strength, but takes a –2 penalty to Dexterity (to a minimum Dexterity score of 1), and his speed is doubled. He also gains a swim speed of 30 feet. The recipient can speak. The recipient has an armor check penalty of –2 and an arcane spell failure chance of 25%. The recipient does not have any limbs except for his body, his tail, and his head, and thus is unable to attack (except if the recipient has a bite attack). Hijack Body (Ex): If the recipient manages to sneak unnoticed close enough to an unaware cyborg outfitted with a Medium-size or larger full-body replacement, the recipient can try to hijack that cybernetic body as a full-round action by winning an opposed Grapple check (the opponent gains a +4 circumstance bonus to resist this check). If successful, the recipient takes over his adversary’s full-body replacement (and instantly kills him, no saves), equipping it as his new body. The Maggot Body substitutes all his statistics and abilities with those of the new cybernetic full-body replacement. The Maggot Body can leave the new host body at the cost of another full-round action. Head Spike: This jumping head spike is a single-use ranged weapon used mainly as a last resort. The spike has a maximum range of 60 ft., and deals 1d8 piercing damage on a successful attack. Its poisonous tip also inflicts 1d6/1d6 Constitution loss (Fortitude save DC 18 negates). It has a critical threat of 20/x3. Tail Bomb: This small but powerful exploding device is used as a last resort self-destruct system. As a full-round action, the recipient can detonate the bomb. The resulting explosion instantly kills the recipient (no save) and automatically destroys every piece of equipment or cybernetics that he was wearing. The burst has a range of 30 ft. and everyone (or everything) caught up in the explosion suffers 6d6 points of fire/slashing damage (Reflex save DC 15 halves). Type: Full-body. Location: None. Hardness/Hit Points: 10/shared with the recipient. Base Purchase DC: 36. Restriction: Illegal (+4). |
| #14riberberoOct 12, 2011 12:41:19 | LYCANTHROPAZINE (PL 7) Researched and produced by Megil the Pharmacist, this drug causes the human psyche to regress, bringing out the bestial attack instinct. So strong is the belief that one has become a beast, that the body can transform, bringing out latent capabilities to their limits. Lycanthropazine pushes the recipient’s instinct into overdrive, causing the character’s physical body to morph into that of a werewolf (see the Werewolf Template, page 263 of the d20 Modern Core Rulebook; only hybrid form and without Curse of Lycanthropy). Any character injected with a lycanthropazine capsule suffers a temporary -6 drain to his Intelligence score, to a minimum of 1 (Will save DC 30 negates penalty as well as transformation); this penalty offsets as soon as the drug's effect ends. When the effect expires, the recipient remains fatigued for 1 hour (no save). Type: Drug. Subtype: Chemical. Assimilation: Injection. Activation: Instantaneous. Range: Personal. Target: You. Duration: 1d6 hours. Saving Throw: Will negates (see text). Size: Diminutive. Weight: -. Purchase DC: 17. Restriction: Illegal (+4). |
| #15riberberoOct 13, 2011 10:38:01 | Thipares' ultimate secret finally revealed. All tipharean citizens have their organic brain replaced by this cybernetic replacement:
M.I.B. BRAIN BIO-CHIP (PL 7) Developed by the Medical Inspection Bureau (M.I.B.), its existence is maintained completely secret to ordinary citizens. A true wonder of eugenics, this neat little bio-chip replaces an organic brain by performing the function of the cerebellum. To ensure their “perfection”, the children of Tiphares are given a multitude of tests—knowledge, personality, physical prowess, I.Q. …—those that pass undergo a “ritual of initiation” at the age of nineteen, acquiring the “mark” of Tiphares on their foreheads, as well as unknowingly undergoing surgical brain removal. The bio-chip has the organic brain’s memories copied onto it, ensuring that the original personality is maintained. The brain bio-chip helps citizens conform to a standard, by eliminating undue stress—such as the awareness that they have no control over their lives. Still, defects crop up—and people without a “limiter”, like scientist Nova and doctor Ido, are created. Benefit: People with this artificial brain replacement are unaware of their true condition. They are no longer willing nor capable of revolting to their masters, easily accepting any convenient pre-built “truth” (Will save DC 30 negates). Additionally, they suffer a -4 penalty on their Will saves, and their Intelligence score no longer increases naturally (as per stats increase for level ups, or for aging effects). There is a 2% chance that the device’s “limiter” is malfunctioning, thus all above mentioned effects no longer apply. If the brain bio-chip is destroyed, the recipient dies and his personality is irrevocably destroyed. Type: Internal. Location: None (brain). Hardness/Hit Points: -/4. Base Purchase DC: 35. Restriction: Military (+3). |
| #16riberberoOct 13, 2011 11:18:21 | I edited and updated some previous posts. Make sure to check them out regularly since I will be updating them retroactively as I post new stuff. |
| #17riberberoOct 13, 2011 15:34:45 | A new basic cybernetic replacement:
FACIAL SKIN (PL 7) An organic flesh implant that gives its wearer a personalized human-shaped face. Fine details such as eyebrows, facial hair, and other trademarks can be added at additional cost. Benefit: Besides its obvious function, it offers no other special game benefits. Type: External. Location: None (face). Hardness/Hit Points: -/3. Base Purchase DC: 17, CD 18 with fine details. Restriction: None. |
| #18riberberoOct 13, 2011 16:03:10 | Cybernetic replacements for the head:
PROSTHETIC HEAD (PL 7) A prosthetic head replaces a lost or destroyed biological human skull. Benefit: The prosthetic head duplicates the function of its biological counterpart. Other organs such as the eyeballs and the brain are not included. It provides no special game benefits. Type: External. Location: None (head). Hardness/Hit Points: 5/8. Base Purchase DC: 17. Restriction: None.
PROSTHETIC HEAD UPGRADE (PL 7) This upgraded version of the prosthetic head not only replaces a lost or destroyed biological human skull but is also more resilient and less impairing than its cheaper version. Benefit: The prosthetic head upgrade duplicates the function of its biological counterpart, but has a greater hardness and more hit points that the basic prosthesis. Type: External. Location: None (head). Hardness/Hit Points: 10/16. Base Purchase DC: 20. Restriction: Licensed (+1). |
| #19riberberoOct 13, 2011 18:20:22 | A new starting occupation:
Hunter-Warrior A hunter-warrior is a bounty hunter in the Scrap Yard who is registered with the Factory. This makes them eligible to pursue wanted criminals and collect the bounties on them. Because there is no formal criminal justice system or police force in the Scrap Yard, hunter-warriors function as the primary means of enforcing Factory Law. However, they themselves are still subject to Factory Law, and can become wanted criminals when they step outside its boundaries. Since firearms are forbidden by Factory Law, hunter-warriors often focus on melee weapons and martial arts. Prerequisite: Age 14+. Skills: Choose two of the following skills as permanent class skills. If a skill you selected is already a class skill, you receive a +1 competence bonus on checks using that skill: Computer Use, Gather Information, Investigate, Hide, Knowledge (streetwise), Move Silently, Search, Sense Motive, Survival. Bonus Feat: Select one of the following: Archaic Weapons Proficiency, Brawl, Combat Martial Arts, or Cybertaker. Wealth Bonus Increase: +1. |
| #20riberberoOct 13, 2011 19:39:20 | The Motorball League Motorball is a combat-oriented high-speed circuit racing sport. It is the most popular spectator sports in the Western Sector of the Scrap Yard, with the Coliseum being the equivalent in the Eastern Sector. Functionally, it serves an important role in society as it allows viewers to temporarily forget the despair of their situation. In actuality, this hyperviolent cross between gladiatorial combat and speed skating relieves stress much more with violence than it does with sport. The goal of each race is to carry a heavy motorball across the finish line, or to be the last player standing.
MOTORBALL LEAGUES Motorball is organized into a series of leagues: Top League: The apex of the motorball pyramid. Races are broadcast in Tiphares itself. Second League: A popular league, characterized by its players’ strategy, combat techniques, and gimmicks. Third League: The entry league into Motorball, characterized by its raw violence. Sandlot League: An unofficial league which includes amateur players. Races take place in the streets.
MOTORBALL RULES In a normal match, starting position is determined by Amidakuji, a type of random selection. The motorballers start when a stoplight turns from red to green. The motorball is then released by a launcher. Alternatively, in a smaller or special match, a smaller amount of competitors can be led by a pace car, where competition begins when the car releases the motorball itself. Registration: To be able to register for the race you must first find a sponsor and a regular team with its own name. Registered players are numbered from 0 to 99. Check in: The eighteen starting grid positions are randomly determined with a computer lottery. Spectator tickets: Purchase DC 11 for fence tickets (for a cheap and somewhat dangerous live experience), DC 13 for standing-room monitor ticket (less exciting but safer), or DC 15 for interactive monitor tickets (exclusive private chair with real-time interface visor and neural link for real first-person emotions). Bets: Before the race begins, it is possible to place bets at the service counter.
Standard rules are as follows, and can be enforced via time penalties or disqualification: - 1. Use of violence is allowed, but the rules forbid causing direct cerebral damage, meaning it is not permitted to deliberately destroy a participant’s brain. However, deadly "accidents" can occur. - 2. Only weapons attached to the body are allowed. No handheld weapons or firearms, no exploding weapons. - 3. No flying or using boosters. - 4. Fighting in the pit lanes will result in disqualification. - 5. Ball keepers must not enter the pit stop. - 6. No moving backwards for more than three meters across a track, otherwise a penalty will be assigned. - 7. Stopping for more than 60 seconds on the course will result in disqualification. - 8. Should the motorball be lost or destroyed in one of the hazardous areas, the game is halted until a new ball will be readied near the starting line. - 9. Competition concludes when the motorball—not the player—crosses the finish line five times. The ball keeper wins the race. - 10. When only two combatants remain, a showdown is declared, and the match is decided by a one-on-one battle. Rules 6 to 9 are suspended in this case, and the last standing player becomes the winner. Some arenas may have variations on the rules or an increased rate of dangerous gimmicks on the tracks. Additionally, combatants may at any time enter their pit stop for repairs. Because of the high rate of limb loss, these stops can be frequent and costly. Re-fitting limbs also tends to decrease their efficiency.
MOTORBALL (PL 7) The motorball, as its name suggest, is a small but heavy motorized mechanical sphere. The motorball is thirty centimeters in diameter and weighs forty kilograms. Spherical bulges in the ball’s surface protrude at random causing it to rebound unpredictably as it touches a surface, but a switch inside the grip holes can momentarily shut down the internal motor that rotates the bulges. Without grasping it by the holes properly, the ball is impossible to hold for long. Rules: Grasping the ball correctly requires a successful Grapple check (DC 15) at the cost of one move action. To steal the ball from an opponent make opposed Grapple checks as usual (the player with the highest result gets the ball); if the highest result is still lesser than 15, the ball is lost (throw 1d8 to determine direction, and throw 2d6 x 5 ft. to determine distance); this is considered to be an attack action. The ball can also be used as an improvised throwing weapon (with a range increment of 20 feet) that deals 1d8 bludgeoning damage. The player carrying the motorball has his maximum racing speed reduced by 20 km/h due to the ball's heavy weight. This reduces the Racing Body's top speed to 305 (30), instead of its usual 350 (35). Should the motorball be lost or destroyed during a course, a new motorball will be released a predetermined distance from the finish line. Size: Tiny. Weight: 88 pounds. Purchase DC: 18. Restriction: Restricted (+2). |
| #21riberberoOct 13, 2011 20:05:44 | CIRCUIT-RIDER BODY (PL 7) A cybernetic full-body replacement specifically designed for Motorball races. It is unsuitable outside of the circuit. This cybernetic full-body implant replaces the recipient’s limbs, skin and all internal organs other than the brain and spinal column with artificial cybernetic replacements. The recipient’s cardiovascular system, musculature, and digestive system are all replaced. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s weight remains unchanged. He gains a +2 equipment bonus to Strength, a +2 equipment bonus to Initiative, and a +4 equipment bonus to maneuver. The recipient can speak. The recipient can jump but has an armor check penalty of –2 and an arcane spell failure chance of 20%. The recipient’s unarmed attacks deal damage equal to a club of his size (1d4 for Small characters, 1d6 for Medium-size characters), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. Motor Legs: These high-tech rollers designed specifically for Motorball races grant an enormous speed thrust. They grant a circuit racing top speed of approximatively 320 km/h (or 200 mp/h), but they can only be used on Motorball circuits. The Drive skill is used to operate motor legs. Type: Full-body. Location: None. Initiative: +2. Maneuver: +4. Top Speed: 350 (35). Defense: Shared with the recipient (adjusted by speed category). Hardness/Hit Points: 10/shared with the recipient. Base Purchase DC: 33. Restriction: Licensed (+1). |
| #22riberberoOct 14, 2011 17:46:20 | TUNED BODY (PL 7) Only agents working for the Ground Investigation Bureau (G.I.B.) are equipped with this highly prized cybernetic body. Composed of light, but robust metal. It features a satellite connection to a GIB operator that monitors the agent’s actions. The G.I.B. operator has the ability to provide a Pavlovian shock stimulus to the agent should he ignore orders. As the product of advanced technology, the TUNED body grants the ability to travel at supersonic speeds and withstand a great deal of damage. However, as a “soft” body supported by nanotechnology to create and maintain vital systems, the body can overheat and malfunction under extremely high temperature conditions. Nonetheless, the TUNED body is equipped with housings for a variety of effective support weapons, many designed to look like insects. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s weight is doubled. He gains a +4 equipment bonus to Strength and a +2 equipment bonus to Constitution, but no penalty to Dexterity. The recipient gains 20 extra hit points (permanent until wearing the body). The recipient can speak. The recipient has an armor check penalty of –2 and an arcane spell failure chance of 20%, and also has fire weakness. The recipient’s unarmed attacks deal damage equal to a club of his size (1d4 for Small characters, 1d6 for Medium-size characters), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. The body also allows supersonic movement (speed multiplied x recipient’s Dex modifier) as well as some special abilities: Shock Impulse (Ex): Should the TUNED agent decide not to follow his orders, he can be given a shock impulse by the G.I.B. operator (as the GM sees fit). The shock deals 1d10 electricity damage (Fort save DC 20 halves) and also ignores hardness, since the shock stimulus is internal. Ultrasonic Imaging (Ex): One of the standard abilities of the TUNED, aided by the G.I.B. master computer. Transducers located in the TUNED agent’s throat send out a five megahertz ultrasonic pulse. Echoes from these pulses are transformed into video images at the rate of 60 frames a second. Not only can it provide exterior views, but interiors of objects as well. It can be activated as a move action, and It provides the benefits of x-ray vision out to 30 ft. until the beginning of the recipient’s next turn. Type: Full-body. Location: None. Hardness/Hit Points: 15/shared with the recipient +20 hp (see text). Base Purchase DC: 47. Restriction: Military (+3). |
| #23riberberoOct 14, 2011 17:58:34 | TUNED weapons and equipment:
TUNED Rifle (PL 7) A large combat rifle equipped with a small scope (rangefinding laser gadget) built into its handguard. It has a large muzzle brake and the front grip can be folded up, allowing it to be placed on a hard surface for stability. The grip is usually bandaged to protect it from wear and tear. The large ammunitions magazine is located behind the trigger. This TUNED weapon can be used both as an assault rifle and a sniper rifle. It normally fires standard 7.62mm rounds, but can also employ special ammunition (such as deflecting or plasma-coated ammunition). This weapon is always considered to be of masterwork quality, thus granting its wearer a +1 bonus on attack rolls made with it. Damage: 2d10. Critical: 20. Damage Type: Ballistic. Range Inc.: 120 feet. Rate of Fire: S. Magazine: 40 box. Size: Large. Weight: 16 lb. Purchase DC: 20. Restriction: Military (+3).
GABRIEL Support System (PL 7) A large remote-controlled, unmanned low-orbit ion satellite with four wings, Gabriel functions as the communications link between the TUNED agent and Tiphares. It houses various sensory arrays and a high-definition laser gun. Gabriel also acts as a transport vehicle to carry supplies, equipment, and weaponry (such as the Solenoid quench gun) from Tiphares to the TUNED agent. It is large enough to transport a mobile unit within its cargo bay. As a G.I.B. vehicle, it is not targeted by the Factory’s defense systems designed to prevent flight of any form. The high definition laser gun can only be used in exteriors, and it needs the requester to succeed on a CD 20 Diplomacy check to the G.I.B. for approval. Damage: 4d8. Critical: 20. Damage Type: Fire. Range Inc.: Orbital attack. Rate of Fire: 1/day. Magazine: Solar panels (recharge 1 shot/24 hours). Size: Huge. Weight: 1,8 tons. Purchase DC: 32. Restriction: Military (+3). |
| #24marcoasalazarmOct 15, 2011 20:17:53 | I have to say one thing: this is an impressive bundle of additional stuff, man. Keep on! |
| #25riberberoOct 17, 2011 10:23:39 | Thank you for your feedback, marcoasalazarm. It's nice to see I caught someone's interest. More stuff coming soon.
TUNED Mobile Unit (PL 7) A single-wheeled rampant motorcycle used by TUNED agents as a transport vehicle. It can be controlled manually by the agent or by remote control by the G.I.B.. The operator’s voice can be projected via built-in speakers from the mobile unit. The mobile unit is usually transported and issued to the TUNED agent by the GABRIEL Support System. The mobile unit is one square wide and two squares long. Type: Mobile unit. Crew: 1. Passengers: 1. Cargo: Diminutive (0 lb.). Initiative: +1. Maneuver: +3. Top Speed: 390 (39) Defense: 10. Hardness: 5. Hit Points: 18. Size: Medium. Purchase DC: 39. Restriction: Military (+3).
Solenoid Quench Gun (PL 7) One of the special equipment of the TUNED, this electromagnetic acceleration launcher has the capability of shooting a 20mm solenoid armor-piercing round at the speed of 5 km/second. The high amount of power necessary to fire the round is supplied by a laser beam sent down from the GABRIEL Support System. The unit can hover like a MHD craft, and aid in targeting and recoil absorption. The weapon is usually transported and issued to the TUNED agent by the GABRIEL Support System. In game terms, this ranged weapon ignores up to 20 points of hardness. The weapon can be wielded with two hands (thanks to its “hover” ability), but you cannot take more than a 5-ft.-step while wielding it unless you equip it while riding the TUNED Mobile Unit. A Solenoid Quench Gun is always a masterwork weapon, granting a +1 bonus on all attack rolls made with it. It requires the Exotic Firearms Proficiency (Solenoid quench gun) feat to be wielded without penalties. Damage: 4d12. Critical: 20. Damage Type: Ballistic. Range Inc.: 100 feet. Rate of Fire: Single. Magazine: 1 int. (provided by GABRIEL Support System). Size: Huge. Weight: 50 lb. Purchase DC: 32. Restriction: Military (+3). |
| #26riberberoOct 17, 2011 11:12:52 | Arachno (PL 7) One of the special devices used by the TUNED. A small spider-shaped insectoid bomb, the arachno can be used as a crawling/climbing booby trap via internal programming or remote commands, or for other tactical uses. When deployed in this function, it can lay down a tripwire and cling to a surface, detonating when the tripwire is triggered. Arachnos are either remote-controlled or automated, and they can be sent out to a maximum distance of 100 feet from the TUNED agent. Deploying a single arachno device in combat is considered a move action, and up to six arachnos can be deployed simultaneously as a full-round action. It has a tactical land and climb speed of 15 feet, and it acts during the player's turn. Arachnos can be set for proximity detonation mode (5 ft.-range), or they can be detonated at will as an attack action. Arachnos can be pinpointed with a successful Search (DC 20) check, and they can be disarmed with a successful Disable Device (DC 22) check. Voluntarily or accidentally hitting an arachno (Defense 18, hardness 3, 1 hit point) causes the device to explode prematurely. The resulting explosion deals 3d6 fire damage (Reflex DC 15 halves) to all within a 10 feet burst radius. Damage: 3d6. Critical: -. Damage Type: Fire. Burst Radius: 10 feet. Reflex DC: 15. Max Range: 100 feet. Size: Diminutive. Weight: -. Purchase DC: 19. Restriction: Military (+3). |
| #27riberberoOct 18, 2011 10:49:03 | Mono-Molecular Wire (PL 7) Initially called monofilament wire, it is one of the standard pieces of TUNED equipment. This multifunctional wire is only a few atoms wide, leading to a finer edge than any existing knife. It has a tensile strength of 2,4 tons and as it is basically one long molecule, is almost completely invisible to the naked eye. The wire can be generated from the fingertips of the TUNED Body. In battle, when you throw the wire, you make a ranged touch attack against your target. A mono-molecular wire’s maximum range is 30 feet. If you hit, the weapon inflicts 1d6 points of slashing damage, and the target is entangled. It also ignores up to 5 points of hardness. The mono-molecular wire is generated by the character’s fingertips, and needs not to be folded (unlike the standard net). As a masterwork weapon, it deals an additional +1 bonus damage on every attack made with it. It requires the Exotic Weapons Proficiency (mono-molecular wire) feat to be employed without penalties. Entangle (Ex): An entangled opponent takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the wire by succeeding on an opposed Strength check while holding it, the entangled opponent can move only within the limits that the wire allows. The opponent automatically suffers 1d4 additional slashing damage points for each round that he is entangled by the wire. An entangled creature can escape with a DC 22 Escape Artist check (a full-round action). The wire has 10 hit points and can be burst with a DC 27 Strength check (also a full-round action). A mono-molecular wire is useful only against opponents within one size category of you. For instance, a Medium character wielding a mono-molecular wire can entangle Small, Medium, or Large opponents. Damage: 1d6 plus special. Critical: 19-20. Damage Type: Slashing. Max Range.: 30 feet. Rate of Fire: 1. Magazine: -. Size: Diminutive. Weight: -. Purchase DC: 17. Restriction: Military (+3). |
| #28riberberoOct 18, 2011 11:28:47 | Laser Bug (PL 7) A small insect-like TUNED device with a tapered body, four legs, and a T-shaped “head”. It’s main function is to convert the TUNED communications into a laser and relay it to the G.I.B.'s operator. It can also be used as an ECM (electronic countermeasures) device. As an ECM device, it instantly shorts out all electronic devices (including computers) within a 20-foot burst radius (centered on the laser bug). Affected devices remain nonfunctional until repaired. It deals no damage to living creatures. However, a creature with cybernetic attachments takes 1d6 points of electricity damage per cybernetic attachment (maximum 5d6) and must succeed on a Fortitude save (DC 15) or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on its Fortitude save, each of its cybernetic attachments takes 1d6 points of electricity damage as well. To mecha, robots, or other constructs, it deals 5d6 points of electricity damage instead. Deploying a single laser bug in combat is considered a move action, and up to six laser bugs can be deployed simultaneously as a full-round action, and they can be detonated anytime at the TUNED agent’s will at the cost of an attack action. It has a tactical land speed of 15 feet, and it acts during the player's turn. Laser bugs can be pinpointed with a successful Search (DC 18) check, and they can be disarmed with a successful Disable Device (DC 20) check. Voluntarily or accidentally hitting a laser bug (Defense 18, hardness 3, 1 hit point) causes the device to activate prematurely. Laser bugs can be sent out to a maximum distance of 100 feet. Damage: Special. Critical: -. Damage Type: Electricity. Burst Radius: 20 feet. Fortitude DC: 15. Max Range: 100 feet. Size: Diminutive. Weight: -. Purchase DC: 16. Restriction: Military (+3). |
| #29riberberoOct 18, 2011 12:51:28 | Missile Bee (PL 7) Another of the special devices issued to the TUNED. A bee-shaped cyborg-missile capable of independent target selection, as well as precise targeting. The bees are carried on a launcher worn on the TUNED Body’s waist and when deployed, they automatically seek out and attack nearby enemy targets. Their design as bees, down to creating a buzzing sound in flight and deployment in swarms, is intended to distract opponents from their true purpose until it is too late to react. Missile bees are automated, and they can be sent out to a maximum distance of 140 feet from the TUNED agent. Deploying a single missile bee in combat is considered a move action, and up to six missile bees can be released simultaneously as a full-round action. A missile bee has a tactical flight speed of 30 feet, and it acts during the player's turn. Missile bees can be targeted (Defense 22, hardness 3, 1 hit point), and they do not explode upon destruction. A missile bee automatically seeks out the nearest available target within its range, and does never provoke attacks of opportunity. Once it comes in contact with its selected target, it tries to hit it with a melee touch attack (attack bonus +6, 1d4 piercing damage, also ignoring 10 points of hardness) made with its metallic sting. If the missile bee manages to hit its target, it detonates immediately thereafter, causing 2d6 additional fire damage points to the target (no save) and all caught within a 10-ft. burst radius (Reflex CD 15 halves) centered on the missile bee. Intact/unused missile bees can be recollected at the end of the battle. Since missile bees emit a loud buzzing noise, they can be easily heard from a distance. This weapon requires the Exotic Firearms Weapons Proficiency (missile bee) feat to be employed without penalties. Damage: 1d4/2d6 (see text). Critical: 20. Damage Type: Piercing and fire (see text). Burst Radius: 10 feet. Reflex DC: 15. Max Range: 140 feet. Size: Diminutive. Weight: -. Purchase DC: 19. Restriction: Military (+3). |
| #30riberberoOct 19, 2011 10:10:11 | Firefly (PL 7) One of the special equipment of the TUNED that comes in the shape of a small flying insect-like device. The firefly unleashes a five-second spherical plasma burst, then burns away. Used mainly as a digging device to open tunnels , the firefly is also well suited for close-range combat. Fireflies are remote-controlled, and they can be sent out to a maximum distance of 140 feet from the TUNED agent. Deploying a single firefly in combat is considered a move action, and up to six fireflies can be released simultaneously as a full-round action. A firefly has a tactical flight speed of 30 feet, and it acts during the player's turn. Fireflies can be targeted (Defense 22, hardness 3, 1 hit point), and they do not explode upon destruction. A firefly never provokes attacks of opportunity. Once it comes in proximity to its selected target it ignites its plasma burst (as a free action), inflicting 2d10 points of plasma (fire) damage to all caught within a 10-ft. burst radius (Reflex CD 15 halves) centered on the firefly. The plasma burst effect remains active until the beginning of the firefly’s next turn, and the firefly can move normally while ignited. A firefly’s plasma burst ignores hardness, and it can also be used to dig small tunnels (can dig up to 10 cubic feet of natural rock per round). Fireflies are immune to plasma (fire) damage. After the burst-effect (or digging) has expired, the firefly ceases to function and becomes useless. Intact/unused fireflies can be recollected at the end of the battle. This weapon requires the Exotic Firearms Weapons Proficiency (firefly) feat to be employed without penalties. Damage: 2d10. Critical: -. Damage Type: Fire. Burst Radius: 10 feet. Reflex DC: 15. Max Range: 140 feet. Size: Diminutive. Weight: -. Purchase DC: 19. Restriction: Military (+3). |
| #31riberberoOct 19, 2011 10:41:50 | Lice Probe (PL 7) One of the special tools of the TUNED, this small sea-louse-shaped probe, equipped with various sensors, moves on the ground, checking terrain for booby traps and mines, and pinpoints their location. The G.I.B.'s operator then retransmits the information to the TUNED agent’s internal optical system, superimposing the markers onto his visuals. Lice probes are unable to gather information without being linked to the computers at the G.I.B.’s Headquarters. Benefit: Lice probes are either remote-controlled or automated, and they can be sent out to a maximum distance of 100 feet from the TUNED agent. Deploying a single lice probe in combat is considered a move action, and up to six lice probes can be deployed simultaneously as a full-round action. It has a tactical land speed of 20 feet, and it acts during the player's turn. Lice probes have the ability to check the surrounding terrain to find traps and mines (Search +8), but they are only able to pinpoint them if these are within 10 feet from the lice probe. Voluntarily or accidentally hitting a lice probe (Defense 18, hardness 3, 1 hit point) does not cause any explosion. Max Range: 100 feet. Size: Diminutive. Weight: -. Purchase DC: 17. Restriction: Military (+3). |
| #32riberberoOct 19, 2011 11:54:51 | The massive bio-supercomputer that governs every aspect of Tiphares' society:
MELCHIZEDEK - Wave Function Collapse Monitor (PL 7) In 2006 (ES 50), Dr. Farrell built a quantum brain simulator to prove Roger Penrose’s quantum brain hypothesis. Funded by the military, Merlin was built later as the successor to Pendragon. In 2010 (ES 54) Merlin foretold the Geo Catastrophe but was ignored by its supervisors. Radha and his team built a replica of the original Merlin in the Bradley Shelter. The formal name of the replica is “Wave Function Collapse Monitor”. Just as the original Merlin was able to foretell the Geo Catastrophe, the replica was able to foretell the future and give hope to the Bradley Shelter. As Bradley Shelter grew larger and was renamed to Star City (the former Scrap Yard), Merlin was renamed to Melchizedek. Today this gigantic supercomputer controls every aspect of both Tiphares’ and Ketheres’ social structures. The physical structure of Melchizedek itself is quite impressive, composed by millions of organic human brains, all linked together and housed in a huge hive-like storage room. Dr. Arthur Farrell’s own personality and memories are stored within the supercomputer’s memory banks, and its ultimate goal has yet to be revealed, although it has been discovered that in the past it served as “booster” to accelerate the Space Exploration Program with the intent of preserving human life both on Earth and beyond. Most common citizens are not even aware of this device’s existence, and only a limited number of individuals have ever seen it. Melchizedek hosts the access key to the Abaddon super-defensive weapon, and can activate it at its own will should the need arise. When dealing with Melchizedek, any specific Computer Use related task (such as finding a particular file, covering you tracks, etc.) has its DC increased by 10. Size: Colossal. Weight: Unknown (many tons estimated). Purchase DC: 74. Restriction: Illegal (+4). |
| #33riberberoOct 19, 2011 12:28:35 | And this is Melchizedek's main defense weapon:
ABADDON - Scalar Electromagnetic Weapon (PL 7) The super-defensive weapon of Tiphares. Normally under the control of Tiphares’ central supercomputer, Melchizedek. The Abaddon manipulates scalar waves to strike distant targets with tremendous energy that can’t be deflected by physical means. Soviet scientist Nikola Tesla first theorized that these waves of magneto-graviton energy existed in the air, and the former Soviet Union was said to have been developing a weapon based on Tesla’s theories nicknamed the “Sarishagan Tiger”. Controlled by the Melchizedek supercomputer, use of this weapon can only be made by authorized Tipharean personnel, and only by succeeding at a DC 27 Computer Use ability check. This weapon inflicts 8d10 electricity damage to a single target with a successful ranged touch attack (attack bonus +8, Fortitude save DC 22 halves damage), also ignoring all hardness/DR. It can only hit targets in exterior areas, and since it attacks from the Earth’s orbit it has no range increment. At its present condition, this weapon can only be activated by the Melchizedek supercomputer. This masterwork weapon grants a +1 bonus on all attack rolls made with it, and it requires the Exotic Weapons Proficiency (Abaddon) feat to be used without penalties (Melchizedek is automatically considered to be proficient in its use). Damage: 8d10. Critical: -. Damage Type: Electricity. Range Inc.: Orbital attack. Rate of Fire: Single. Magazine: 1 int., recharges in 1d4 hours. Size: Gargantuan. Weight: Unknown (many tons estimated). Purchase DC: 55. Restriction: Military (+3). |
| #34riberberoOct 20, 2011 10:02:13 | Another piece of TUNED equipment:
Solid Wings (PL 7) One of the newest TUNED equipment pieces. Using the same scalar technology as the Abaddon, the wave generated by this shoulder-mounted winged unit produces a “Hutchinson effect”. This both enables the TUNED agent to fly and also functions as a shield against small-arms fire. The solid wings can also destroy a unit up to 20 meters away. First of all, equipping the Solid Wings grants its wearer damage reduction 5/- as well as a fly speed of 60 feet (good maneuverability). A fuel cell is capable of producing powered flight for up to 2 hours. Replacement fuel cells have a purchase DC of 10. If used as a weapon, it inflicts 3d10 electricity damage to a single target with a successful ranged touch attack, also ignoring all hardness/DR. This masterwork weapon grants a +1 bonus on all attack rolls made with it, and it requires the Exotic Weapons Proficiency (solid wings) feat to be used without penalties. Damage: 3d10. Critical: -. Damage Type: Electricity. Range Inc.: 70 feet. Rate of Fire: Single. Magazine: 1 int., recharges in 1d6 rounds. Size: Large. Weight: 38 lb. Purchase DC: 34. Restriction: Military (+3). |
| #35riberberoOct 20, 2011 10:49:02 | An old yet reliable gun excavated from the trash piles:
Smith & Wesson Model 610 (PL 5) The Smith & Wesson Model 610 is a six-shot, double-action revolver chambered for the 10mm auto cartridge. This old firearm has become really hard to come by these days, and Factory Law publicly forbids its manufacture and employment. Aside from this, the S&W Model 610 operates in the traditional fashion. It features a swing-out cylinder and composite grips. Ammunition is loaded with 6-round speed clips, which are supplied with the weapon. The trigger guard is shaped to facilitate a two-handed grip. Variants: The S&W M29 is somewhat bigger, aside from firing the more powerful .44 Magnum cartridges. Damage: 2d6. Critical: 20. Damage Type: Ballistic. Range Inc.: 30 ft. Rate of Fire: S. Magazine: 6 cyl. Size: Small. Weight: 2 lb. Purchase DC: 15. Restriction: Licensed (+1), Illegal (+4) in the Scrap Yard only. |
| #36riberberoOct 20, 2011 11:40:25 | Zubringer (PL 7) Zubringer is a highly advanced material made up of nanomachines. Its gel-like form is used to protect a body from radiation and extreme temperatures in the vacuum of space by encasing it in a resistant human-sized bubble. The Zubringer can also be used as a stasis device to hold the user in suspended animation, but there is yet no evidence that an individual can actually be brought out of the stasis. It can be controlled electronically to alter its color, shape, and rigidity, making it an extremely effective stealth space suit. Benefit: The Zubringer generates a completely enclosed environment suit capable of sustaining life in extreme temperatures and lack of breathable air. The suit resembles a large transparent bubble, and is capable of deflecting micro-meteors and other space-borne projectiles. Inside the Zubringer the temperature and pressure are maintained by nanomachines that filter adverse environmental conditions and produce a clean breathable air supply. Additionally, the nanomachines provide a certain degree of physical protection to its user , in the form of damage reduction 5/-. The bubble has its own hardness and hit points (10/20), and any attack directed to the recipient is first shielded by it. The Zubringer is also capable of changing its conformation (both shape and colors), thus granting a +4 bonus on Hide checks made with it. The Zubringer is not suited for combat or action, but allows for movement (speed reduced by 10 feet, min 5 ft.) in space. Type: External. Location: None. Hardness/Hit Points: 10/20. Size: One size category larger than the recipient. Weight: 5 lb. Purchase DC: 29. Restriction: Military (+3). |
| #37riberberoOct 20, 2011 11:56:03 | This common device is very popular in the Scrap Yard and in Tiphares:
Holocard (PL 7) A holocard is a portable handheld device that can generate a preprogrammed 3d holographic image of one or more subjects. The holocard has a black flat surface and is activated by pressing the display screen. It is powered by a small rechargeable built-in battery. Size: Tiny. Weight: -. Purchase DC: 6. Restriction: Restricted (+2). |
| #38riberberoOct 21, 2011 10:39:46 | One of my favorite über-weapons, directly from the Zenith Of Things Tournament:
MODIFIED TITAN BLADE (PL 7) This specially designed double-bladed extendable weapon is composed of crystallized titanium that has been electroplated for superior durability and pliability. It always keeps its edge and will never rust. It can be folded in half and carried on the wearer’s back, and was designed to be snapped open when pulled out, allowing for immediate use. Although mainly intended to be used with both hands, it can be wielded single-handed. Benefit: For game purposes, this weapon is considered an exotic melee double weapon of Large size that deals 1d8/1d8 slashing damage (crit. 19-20/x2) when extended, also ignoring up to 15 points of hardness /5 points of DR. A folded modified titan blade is a single-handed weapon without reach, but it deals more damage (2d6 piercing) because the two extremities are aligned into a heavier spiked single blade. An extended modified titan blade is a double weapon with reach (10 ft. per side); you can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using two one-handed medium weapons. A creature wielding a modified titan blade in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. A modified titan blade is always considered to be of masterwork quality, thus gaining the appropriate +1 bonus on damage rolls. It requires the Exotic Weapon Proficiency (modified titan blade) feat to be wielded without penalties. If the wielder is proficient in the blade’s use, he also automatically obtains the benefits of the Quick Draw feat until wielding the modified titan blade. Damage: 2d6 (folded), 1d8/1d8 (extended). Critical: 20/x3 (folded), 19-20 (extended). Damage Type: Piercing (folded), Slashing (extended). Reach: 10 feet (extended). Size: Large. Length: 1,6 m (folded), 6,25 m (extended). Weight: 86 lb. Purchase DC: 29. Restriction: Illegal (+4). |
| #39riberberoOct 21, 2011 12:10:23 | Ok, I am now going to review and adjust all restriction licenses as follows:
Licensed (+1) - To participate in special events, such as Coliseum fights and Motorball races, or becoming a Hunter-Warrior. - To operate in some specific professional fields, such as for Cybertechnicians and Doctors.
Restricted (+2) - Medical Inspection Bureau (M.I.B.) civilian-grade products and medicines. - Most other forms of Tipharean civilian-grade technology.
Military (+3) - Items and equipments manufactured and owned by the major governing groups, such as Ladder. - Factory products, such as Deckmen and Netmen. - Ground Investigation Bureau (G.I.B.) equipment, such as the TUNED series equipment. - Medical Inspection Bureau (M.I.B.) high-tech products and equipment, such as the brain bio-chip and most Tipharean nanotechnology.
Illegal (+4) - Goods that have been officially declared illegal by either Factory Law, G.I.B., M.I.B, Ladder, or other major governing group. - Unique items that are somewhat bizarre, such as the damascus blade or the modified titan blade, but can still be found on the black market.
I have already updated all my previous posts. |
| #40riberberoOct 21, 2011 12:58:49 | New special ammunition for firearms:
HV Bullets HV (High Velocity) armor-piercing rounds. The plastic sabot coating the shell breaks away to increase penetration efficiency. Benefit: In game, they provide a +1 equipment bonus on attack rolls, also ignoring up to 5 points of hardness. Purchase DC: 1 + the ammunition’s base purchase DC. Restriction: Military (+3), Illegal (+4) in the Scrap Yard only.
HSA Bullets The tip of this shell is packed with small needles of a special alloy which shoot out when the bullet impacts and pierces the target. It also has high stopping power. Benefit: In game, it provides a +1 equipment bonus on attack rolls as well as inflicting 1d4 additional piercing damage points to the target. It also ignores up to 10 points of hardness. Purchase DC: 2 + the ammunition’s base purchase DC. Restriction: Military (+3), Illegal (+4) in the Scrap Yard only.
HE Bullets The front section of this explosive shell is a cone shape, to allow the blast to be propelled forward upon impact. Using the principle known as the “Monroe Effect”, the bullet can pierce virtually any armor plating. The penetration power of the HE (High Explosive) bullet is proportional to the caliber of the round. Benefit: In game, it provides a +1 equipment bonus on damage rolls as well as inflicting 1d6 additional plasma (fire) damage points to the target. It also ignores up to 15 points of hardness. Purchase DC: 3 + the ammunition’s base purchase DC. Restriction: Military (+3), Illegal (+4) in the Scrap Yard only. |
| #41riberberoOct 22, 2011 6:48:47 | DONNER MK21 MULTI-STACK GUN (PL 7) The MK21 MSG is a multi-stack gun manufactured by Donner. The gun is based on the stacked firing system licensed by the Australian company Metal Storm. A man-portable version of artillery that would normally be mounted on a vehicle, it has a multitude of barrels grouped within three vertical arrays, with the largest array on top and the smallest in the middle. It uses caseless ammunition with an electronic firing system and is capable of firing thousands of rounds a second. The MK21 can be wielded single-handed by using a strap for support. It has a short stock and an optical sight mounted above the trigger. In game, the MK21 MSG is considered a Large-sized heavy weapon that fires 7.62mm bullets. The weapon can be fired one-handed, but the firer takes a -1 penalty on all attack rolls. It features a high-capacity caseless ammunition pack that stores up to thousands of rounds, and works as a linked internal magazine pack. The weapon also ignores up to 10 points of hardness. Damage: 2d10. Critical: 20. Damage Type: Ballistic. Range Inc.: 80 ft. Rate of Fire: A. Magazine: Linked. Size: Large. Weight: 16 lb. Purchase DC: 21. Restriction: Military (+3), Illegal (+4) in the Scrap Yard only. |
| #42riberberoOct 22, 2011 9:41:12 | Time for a new npc. This freaking endorphin-addicted cybernetic monster needs to feed on human brains to keep mentally sane. A criminal of the filthiest kind.
The Great Makaku
Makaku (Power Body): Male human (cyborg) Strong Hero5/Tough Hero5; CR 12; Huge-size humanoid (cyborg); HD 5d8+5d10+5+40 plus 50; hp 157; Mas 24; Init -1; Spd 15 ft. (3 sq.); Defense 13, touch 13, flat-footed 13 (-2 size, -1 Dex, +6 class); BAB +8/+3; Grapple +16; Atk: slam +16/+11 melee (2d6+8 bludgeoning plus special; or 2d6+1d8+8 nonlethal damage, always critical; +1d4 damage 1/round), or grind cutters +15/+10 melee (5d6+9 piercing/slashing, crit. 20/x2); SQ hardness 15; FS 15 ft. by 15 ft.; Reach 10 ft. (30 ft. with grind cutters); AL evil; SV Fort +13, Ref +1, Will +1; AP 11; Rep +2; Str 26, Dex 8, Con 21, Int 10, Wis 8, Cha 13. Skills: Balance -1, Climb -2*, Concentration +5, Craft (mechanical) +3, Disguise +1, Drive +1, Hide -8*, Intimidate +7, Jump -4*, Knowledge (streetwise) +6, Move Silently -1, Profession -1, Read/Write Language (english), Repair +6, Speak Language (english), Spot +5, Survival +5, Swim -2*, Tumble -1. *Armor check and size penalties included. Feats: Cybertaker, Brawl, Exotic Weapons Proficiency (g-cutters), Great Fortitude, Improved Brawl, Improved Damage Threshold, Knockout Punch, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Streetfighting. Abilities: Strong Hero: advanced ignore hardness, improved ignore hardness, ignore hardness; Tough Hero: remain conscious, robust, second wind. Cybernetics: Anti-shock implant (1 head), artificial organs (eyes, tongue) (none), boarhead (1 torso), facial skin (raw) (none), power body (none), prosthetic head upgrade (none). Occupation: Criminal (Disguise, Hide). Possessions: Grind cutters, Huge mantle with cape, various personal belongings.
Makaku (Maggot Body): Male human (cyborg) Strong Hero5/Tough Hero5; CR 8; Small-size humanoid (cyborg); HD 5d8+5d10+2 plus 20; hp 84; Mas 18; Init +1; Spd 60 ft. (12 sq.), swim 30 ft.; Defense 18, touch 17, flat-footed 17 (+1 size, +1 Dex, +6 class); BAB +8/+3; Grapple +7; Atk: head spike +10 ranged (1d8 piercing plus poison); SA hijack body, poison, tail bomb; SQ hardness 10; FS 5 ft. by 5 ft.; Reach 5 ft.; AL evil; SV Fort +10, Ref +3, Will +1; AP 11; Rep +2; Str 16, Dex 12, Con 15, Int 10, Wis 8, Cha 13. Skills: Balance +1, Climb +3*, Concentration +2, Craft (mechanical) +3, Disguise +1, Drive +3, Hide +3*, Intimidate +7, Jump +1*, Knowledge (streetwise) +6, Move Silently +1, Profession -1, Read/Write Language (english), Repair +6, Speak Language (english), Spot +5, Survival +5, Swim +3*, Tumble +1. *Armor check and size penalties included. Feats: Cybertaker, Brawl, Exotic Weapons Proficiency (g-cutters), Great Fortitude, Improved Brawl, Improved Damage Threshold, Knockout Punch, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Streetfighting. Abilities: Strong Hero: advanced ignore hardness, improved ignore hardness, ignore hardness; Tough Hero: remain conscious, robust, second wind. Cybernetics: Anti-shock implant (1 head), artificial organs (eyes, tongue) (none), facial skin (raw) (none), maggot body (none), prosthetic head upgrade (none). Occupation: Criminal (Disguise, Hide). Possessions: None. |
| #43riberberoOct 24, 2011 13:41:02 | M14 Rifle (PL 5) The M14 rifle is an American selective fire automatic assault rifle created by Springfield Armory. It fires 7.62x51mm NATO ammunition. Used by various countries prior to the Geo Catastrophe in ES 55, it was one of the symbols of leadership of the Bradley Shelter. This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted. Damage: 2d8. Critical: 20. Damage Type: Ballistic. Range Inc.: 80 ft. Rate of Fire: S, A. Magazine: 50 box. Size: Large. Weight: 12 lb. Purchase DC: 17. Restriction: Military (+3), Illegal (+4) in the Scrap Yard only.
Pipe Gun (PL 5) A homemade improvised firearm made out of a couple of ordinary pipes, with the larger tube functioning as a barrel and the smaller tube acting as a grip. It can fire with the same efficiency of a crude shotgun. This weapon becomes useless after it has shot once. As an improvised weapon, all attacks made with it suffer a -4 penalty. After the single bullet has been shot, the pipes break apart, rendering the weapon useless. Building a pipe gun from scratch requires a Craft (mechanical) check with a DC of 15, and requires one hour of work. A character without a mechanical tool kit takes a -4 penalty on the skill check. The character must also make a wealth check against the weapon’s purchase DC. Damage: 2d8. Critical: 20. Damage Type: Ballistic. Range Inc.: 10 ft. Rate of Fire: 1. Magazine: 1 int. Size: Large. Weight: 5 lb. Purchase DC: 8. Restriction: Illegal (+4). |
| #44riberberoOct 25, 2011 11:56:49 | A new cybernetic weapon:
22-CALIBER SOLENOID QUENCH GUN - Super Conducting Transfer Gun (PL 7) This is the same weapon as the Solenoid Quench Gun but much smaller, both in size and caliber. A small caliber but extremely high velocity cybernetic gun developed by the G.I.B., very powerful and nearly impossible to avoid. It has been specifically designed to be employed by the TUNED AR Series 2 (particularly the AR-6 unit, also known as Sechs). This .22 caliber cybernetic weapon can only be installed on a cybernetic arm or full-body replacement. The weapon comes already furnished with a dedicated internal weapon mount for the arm. As a move action, the recipient can transform his arm into the weapon (or back into the arm), and the weapon can be fired as an attack action. This weapon also ignores up to 15 points of hardness. The 22-caliber solenoid quench gun is considered to be an integrated heavy weapon that is wielded two-handed (one of the arms being the transformed weapon). As a masterwork weapon, it grants a +1 bonus on all attack rolls made with it. It requires the Cybernetic Weapons Proficiency feat to be wielded without penalties. Damage: 3d12. Critical: 20. Damage Type: Ballistic. Range Inc.: 70 ft. Rate of Fire: Single. Magazine: 30 box. Size: Large. Weight: 32 lb. Purchase DC: 31. Restriction: Military (+3).
I also updated the Grind Cutters. They now require the Cybernetic Weapons Proficiency instead of the Exotic Weapons Proficiency feat. |
| #45riberberoOct 25, 2011 14:28:26 | A new cybernetic full-body replacement and a new head:
SOCKET SOLDIER BODY (PL 7) A socket soldier is a type of heavy infantry cybernetic full-body replacement developed and deployed by the Barjack gang. Anyone can be converted into a socket soldier, as their heads are mounted on large, lightbulb-like sockets (compatible socket soldier heads are sold separately). To guard against mutiny, an explosive charge in the body can be remotely detonated, killing the soldier. The recipient’s cardiovascular system, musculature, and digestive system are all replaced. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s weight is tripled. He gains a +4 equipment bonus to Strength, but takes a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and his speed is reduced to half normal. The recipient gains 10 extra hit points (permanent until wearing the body) The recipient can speak. The recipient has an armor check penalty of -5 and an arcane spell failure chance of 35%. The recipient’s unarmed attacks deal damage equal to a club of his size (1d4 for Small characters, 1d6 for Medium-size characters), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. Additionally, it grants its recipient the benefits of both the Personal Firearms Proficiency and the Advanced Firearms Proficiency feats (permanent until wearing the full-body replacement), even if the recipient does not meet all of their respective prerequisites. It is specifically designed to be compatible with the Socket Soldier Head cybernetic replacement. Explosive Charge: At any given time, the Barjack squad leader can activate and detonate the explosive device (as an attack action) built in the Socket Soldier Body. The resulting explosion instantly kills the body’s recipient (no save), and all caught within the device’s 30-ft. burst radius suffer 3d6 fire damage points (Reflex DC 15 halves). Type: Full-body. Location: None. Hardness/Hit Points: 13/shared with the recipient +10 hp (see text). Base Purchase DC: 38. Restriction: Restricted (+2), Illegal (+4) in the Scrap Yard only.
SOCKET SOLDIER HEAD (PL7) Used by the Barjack gang, this cybernetic skull replacement for a human head is capable of hosting and maintaining an organic brain (or brain bio-chip) alive, even without a body. The head can then be easily attached (or screwed) to a Socket Soldier Body. A helmet equipped with standard flashlights on each side of the head is also included. When not deployed, the head usually hangs waiting in storage. Benefit: The socket soldier head duplicates the function of its biological counterpart and provides a slight improvement in resistance and durability. Other organs such as the eyeballs and the brain are not included. It is specifically designed to complement the Socket Soldier Body cybernetic replacement. Other cybernetic replacements, such as facial skin or artificial organs, can be easily added to the socket soldier head. Adrenalizer: An adrenalizer is injected into a port on the back of the head’s neck before it is literally screwed into an armored socket soldier body, readying him for battle. The adrenalizer makes the socket soldier less anxious and frightened while at the same time rendering him more aggressive and eager to fight. The recipient gains a +1 circumstance bonus on all his attack rolls, as well as a +4 bonus on all Will saves made to resist both fear and Intimidate attempts. The adrenalizer’s effect lasts for 1d4 consecutive hours. Once the effect has expired, the recipient is left mentally fragile, suffering a -2 circumstance penalty on all his attack rolls, as well as a -6 penalty on all his Will saves (to a minimum of 1) for 1 hour, after which the penalty finally vanishes. Type: External. Location: None (head). Hardness/Hit Points: 7/10. Base Purchase DC: 18. Restriction: Restricted (+2), Illegal (+4) in the Scrap Yard only. |
| #46riberberoOct 28, 2011 13:18:36 | IMAGINOS BODY v.1.0 (PL 7) One of the most powerful, expensive and rare cybernetic bodies ever seen. Damascus steel was fused with living tissue taken from the Berserker Body to craft this absolute masterpiece, granting it superior durability and mobility. It is possible to transform the atomic structure of the body to adapt its shape to its recipient, as well as changing the body’s color to match the recipient’s taste. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s weight is unchanged. He gains a +8 equipment bonus to Strength, a +4 equipment bonus to Constitution, and +4 equipment bonus to Dexterity. The recipient can speak. The recipient has an armor check penalty of –2 and an arcane spell failure chance of 15%. The recipient’s unarmed attacks deal damage equal to a club of his size (1d4 for Small characters, 1d6 for Medium-size characters), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. The body also allows supersonic movement (speed multiplied x recipient’s newly acquired Dex modifier) as well as some unique combat abilities: Accelerator (Ex): The accelerator allows the wearer’s brain to function 150 times faster than normal, changing its perception of time, and allowing to think, move and react in mere milliseconds. The wearer returns to his normal perception of time when the accelerator is no longer needed. The accelerator is activated as a free action and grants the body’s wearer a number of free additional turns that have to be made instantly after having activated the device. The number of additional turns equals the recipient’s newly acquired Dex modifier. The accelerator can only be activated once every 24 hours. Body Color (Ex): The Imaginos Body is able to change its coloring scheme at the wearer’s will, at the cost of a full-round action and a successful DC 15 Concentration check. Plasma Torch (Ex): By activating the wearer’s latent survival instincts, the Imaginos Body enables to create a long-sustaining torch of plasma of various lengths, coming off its fingers. The plasma burns at over 15.000 degrees Celsius. As a successful melee or ranged (range inc. 30 ft.) touch attack, the plasma torch deals 3d10 points of fire damage, also ignoring hardness. Damascus Blades (Ex): By activating the wearer’s latent survival instincts, the Imaginos Body can create a sharp elbow-blade primarily composed of Damascus steel that extends from the wearer’s forearm. The Damascus Blade has exactly the same statistics as its wieldable counterpart, but the Imaginos Body also automatically grants its recipient competence in its use. Extracting the weapon is considered a move action, unless the character has the Quick Draw feat. Type: Full-body. Location: None. Hardness/Hit Points: 25/shared with the recipient. Base Purchase DC: 59. Restriction: Illegal (+4). |
| #47riberberoOct 28, 2011 19:09:30 | ZANBER KZ90 (PL 7) Manufactured by Zanber: an atelier that manufactures custom-made firearms for Martian special forces and high-ranked mercenaries. The weapon is simultaneously a rifle caliber 7.5mm, a ternary rocket launcher and a saw-bayonet—all in one. The weapon is so individual that an unauthorized user will be shot in his shoulder the moment he pulls the trigger. There are also scarier alternatives. The manufacturers define it as the most powerful individual weapon, a present for every one-man-army. In game, the Zanber KZ90 is considered a Large-sized longarm that fires 7.5mm bullets. The rifle includes a rangefinding scope (the scope, rangefinding laser gadget), a built-in rocket launcher (mini-rocket launcher, alternate weapon gadget), and a mounted saw-bayonet. If someone that isn’t the rightful owner of the Zanber KZ90 attempts to use the weapon a special trap is immediately triggered (trigger rifle, booby trapped gadget). The weapon can be fired one-handed, but the firer takes a -1 penalty on all attack rolls. As a masterwork weapon it grants a +1 bonus on all attack rolls made with it. Damage: 2d8 (rifle), 1d6 (saw-bayonet), varies (rocket launcher). Critical: 20. Damage Type: Ballistic (rifle), Slashing (saw-bayonet). Range Inc.: 70 ft. (rifle), 150 ft. (rocket launcher). Rate of Fire: S. Magazine: 40 box. Size: Large. Weight: 20 lb. Purchase DC: 28. Restriction: Military (+3), Illegal (+4) in the Scrap Yard only. |
| #48riberberoOct 31, 2011 11:26:43 | Building flamethrowers out of motorcycle engines:
Piston Launcher (PL 7) The piston launcher is a pseudo-firearm that is the symbol of a small gang of biker outlaws led by Sentinel. The piston launcher appears to be a motorcycle engine modified to look like a gun. The tailpipe poses as a barrel and is part of a light colored saddle decorated with flames on the sides. A fake vertical magazine is attached to the engine, which is controlled by handlebars, one of which is the throttle. A tachometer is also attached facing the user. In game, this two-handed weapon shoots a 15-foot-wide, 30-foot-long cone of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save. Any creature or flammable object that takes damage from a piston launcher catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area. A piston launcher can shoot 6 times before the fuel supply is depleted. Refilling the piston launcher has a purchase DC of 13. Damage: 3d6. Critical: -. Damage Type: Fire. Range Inc.: -. Rate of Fire: 1. Magazine: 6 int. Size: Large. Weight: 54 lb. Purchase DC: 18. Restriction: Illegal (+4). |
| #49riberberoOct 31, 2011 12:05:35 | FIZZIROY SUPER FUSION BODY (PL 7) One of the best cybernetic bodies in the whole galaxy. The colloidal polyethylene solution circulating through the Fizziroy Body is a super-heavy type with reinforced pumps. The body’s weight is doubled, but the power output is increased five-fold, and shock resistance is also improved thirty-fold. The polyethylene gel that is circulating the Fizziroy Body keeps homeostasis pressure; if that homeostasis is broken apart, the recipient will be able to use some special ability of the body. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s weight is doubled. He gains a +8 equipment bonus to Strength, a +4 equipment bonus to Constitution, and +2 equipment bonus to Dexterity. The recipient can speak. The recipient has an armor check penalty of –3 and an arcane spell failure chance of 20%. The recipient’s unarmed attacks deal damage equal to a club of his size (1d4 for Small characters, 1d6 for Medium-size characters), and he is considered armed when making unarmed attacks. When the recipient makes a full attack against an object or structure using his unarmed strike, he deals double damage. The body also allows supersonic movement (speed multiplied x recipient’s newly acquired Dex modifier) and energy resistence 10 (electricity), as well as some unique combat abilities: Expand Punch (Ex): The arm dilates up to a distance and immediately contracts, all within a single nanosecond. The dilated blow creates an impact force that is many times stronger than normal. As an unarmed melee attack with a reach of up to 150 ft., the expanded punch deals the attack’s standard damage multiplied by the recipient’s (newly acquired) Strength modifier. The impact force of the expand punch also lets it overcome up to 15 points of hardness. Homeostatic Fusion (Ex): By rising the internal circulation past the speed of sound to break the body’s internal homeostasis pressure, the Firriroy Body is able to accelerate its inner regeneration rate. With a successful Concentration check (DC 27) and a full-round action, the recipient gains the benefits of fast healing (3 hp per round) for 2d6 rounds. After the effect has expired, the recipient must succeed on a Fortitude save (DC 20) or be fatigued for 1d4 hours (or until the character gets some rest). Plasma (Ex): The Fizziroy Body enables to create plasma by heating up inhaled air, much like the Berserker and the Imaginos bodies do. The plasma burns at over 15.000 degrees Celsius, and is only slightly weaker than the plasma generated by the Imaginos Body. As a successful melee or ranged (range inc. 30 ft.) touch attack, the plasma deals 2d10 points of fire damage, also ignoring hardness. Type: Full-body. Location: None. Hardness/Hit Points: 20/shared with the recipient. Base Purchase DC: 56. Restriction: Military (+3). |
| #50riberberoOct 31, 2011 12:53:37 | TUNED Handgun (PL 7) This high-caliber G.I.B. service pistol is issued to the TUNED agents scattered around the globe. It fires powerful caliber .55 bullets. The TUNED Handgun not only possesses increased stopping power, but also integrates the ability to fire in full automatic mode. The gun is compatible with special ammunition (such as HE bullets , nanorounds, etc.). Additionally, the TUNED Handgun is lightweight and easy to carry. This weapon is always considered to be of masterwork quality, thus gaining the appropriate +1 bonus on all attack rolls made with it. Damage: 2d8. Critical: 20. Damage Type: Ballistic. Range Inc.: 40 feet. Rate of Fire: S, A. Magazine: 20 box. Size: Medium. Weight: 2.5 lb. Purchase DC: 19. Restriction: Military (+3), Illegal (+4) in the Scrap Yard only. |
| #51riberberoOct 31, 2011 15:03:51 | Nova’s Machinegun (PL 7) A 9mm armor-piercing compact submachine gun. It has been modified to include a trap (booby trapped gadget, stun bolt) and is also capable of firing different ammunition (variable ammunition gadget, nanorounds). In the Scrap Yard, possession of this (or any) firearm is prohibited by the local Factory Law. Damage: 2d6. Critical: 20. Damage Type: Ballistic. Range Inc.: 40 ft. Rate of Fire: S, A. Magazine: 20 box. Size: Medium. Weight: 4 lb. Purchase DC: 18. Restriction: Restricted (+2), Illegal (+4) in the Scrap Yard only.
Collapser (PL 7) This destructive nanomaterial is specifically designed to break down the Berserker Body at the cellular level. If the Collapser is ingested by—or splashed on the Berserker Body, it deals no immediate damage to it. Instead, it deals damage to it over the following 2d6+2 rounds, at the rate of 1d4 hardness/1d6 hit points per round. Special: This particular nanocolony has been programmed to affect the Berserker cybernetic full-body replacement and its materials only; all other substances are unaffected. Firearm bullets can also be tipped with Collapser, but both its duration and the damage it deals are halved (ammunition’s base Purchase DC +4). Purchase DC: 35. Restriction: Illegal (+4). |
| #52riberberoOct 31, 2011 15:08:23 | Restorer Nanobots (PL 7) Restorer nanobots are a type of nanomachines that repair damage on the cellular level. Individuals with these robots inside them heal at an incredible rate. Normally, only high-grade Tipharean citizens have access to this kind of technology. Benefit: A character injected with Restorer nanobots permanently gains the benefits of Fast Healing 1 and Regeneration (see Special Qualities in the d20 Modern Core Rulebook for details). The effects begin within 2d4 rounds after the injection; the time required by the nanocolony to spread within the body. Since Restorer nanobots constantly repair organic tissue damage at the molecular level, the character no longer ages physically and is able to let his severed limbs grow anew, becoming theoretically “immortal”. However, a nanocolony designed to specifically attack and destroy the Restorer nanobots could eventually be created. Type: Internal nanocolony. Subtype: Nanorestorer. Assimilation: Injection. Activation: 2d4 rounds. Range: Personal. Target: You. Duration: Persistent. Saving Throw: Fort DC 30 negates. Size: Fine. Weight: -. Purchase DC: 42. Restriction: Military (+3). |
| #53marcoasalazarmOct 31, 2011 17:47:21 | OK....I made this armor for my own setting, so the specifics of the 'flavor text' may not fit the 'Battle Angel' setting to a T. However, I took inspiration from the manga for it-so I guess that it's fitting to add it here.
I will make any modifications to it that may be necessary to make it fit better to the setting (although I would need help for that).
"Rent-A-Gun". Type: Tactical. Equipment Bonus: +5. Nonprof. Bonus: +2. Maximum Dex. Bonus: +3. Armor Penalty: -4. Speed (30 ft.): 25. Weight: 10 lb. Purchase DC: 20. Restriction: Illegal (+4). Notes: This armor has the Integral Weapon Gadget added to it twice.
The 'Rent-A-Gun' armor is a light-duty armor vest which has been modified in two ways: the first way is an integral computer-controlled articulated arm on which a weapon is mounted (usually an Uzi). The arm keeps the weapon on the user's back until ordered to deploy, on which it will swing in line with the user's waistline. Because of this, 'Rent-A-Gunners' can only fire from the hip.
The other modification (and the reason it's illegal) is a sealed canister containing C-4, located behind the user's head. The detonator is a hi-tech 'dog collar', which will detonate the charge if the user tries to remove the 'Rent-A-Gun' or leaves a designated perimeter (on which the vest will beep twice and give a 20-second count to return). The charge deals 4d6 damage (concussion, 5 ft. radius, Reflex DC 18) to anyone nearby and will certainly kill the user.
The 'Rent-A-Gun' is made by a number of underground firms and is mostly used by drug dealers and warlords. |
| #54riberberoOct 31, 2011 20:14:41 | Thanks for posting. I like your armor, but isn't the price a little bit too cheap? The Robotic Arms from the Cyberscape supplement match your articulated arm very closely, but they cost more (base purchase DC 27) and also give a small penalty on attack rolls made with them, since they are considered off hands. (I also believe they already resemble very closely to the exo-arms that Zazie uses during the Z.O.T.T. fight in Last Order vol. 15.) And what if the articulated arm was programmed to point the gun at its wearer's head in case he disobeys orders?
That bomb-collar... I've seen it somewhere before... Have you ever played Xenogears? ;) What about a high Disable Device check to safely disarm the bomb, maybe with some help from another guy and the right tools? Anyway, these are only suggestions. Feel free to keep posting. |
| #55riberberoOct 31, 2011 20:51:01 | Another little homemade rule for limb hits. Remember that cybernetic limbs and full-body replacements have their own hardness and hit points.  Also, being beheaded is not instantly fatal. With a viable vital support, the brain can survive even without a body. Cerebral death can still occur due to oxygen starvation or other massive neural damage. |
| #56marcoasalazarmOct 31, 2011 22:31:35 | Found a link to the manga chapter: manga.animea.net/battle-angel-alita-chap...
The articulated arm on the 'Rent-A-Gun' vest doesn't attacks for you. Rather, it's like an automated holster or something like it. It keeps the gun out of the way, and then just pops into position for you to use when raiders need to be shot dead.
Thanks for the additional ideas, BTW. |
| #57riberberoNov 01, 2011 9:18:00 | Ah, I see. Something like the "spring-loaded" gadget for small firearms. In this case, it would seem fitting that it also grants the benefits of the Quick Draw feat to its wearer. |
| #58riberberoNov 02, 2011 11:11:43 | THE COLISEUM The Coliseum is one of the two most popular spectator sports in the Scrap Yard, the other being Motorball. It is located in the Eastern Region, while Motorball is in the Western Region. The coliseum is similar to professional wrestling and features two opponents who fight each other one-on-one in the center of an underground arena. The combatants tend to be very large cyborgs over 5 meters tall who use a variety of lethal weapons built into their enhanced bodies. Like Motorball, the Coliseum primarily serves as a means to relieve the frustration of the Scrap Yard’s residents. |
| riberberoNov 02, 2011 15:30:47 | Scrap Yard Urban Encounters Seeing people on the streets of the Scrap Yard is constant and expected, and almost every site in the city has dozens of potential encounters nearby. Because the Scrap Yard is by its nature crowded, most urban encounter tables are event-based, not site-based. An encounter in the Scrap Yard means something significant, something worthy of the characters’ attention. Seeing merchants hawking their cyber-wares in a marketplace district may be interesting, but it is not an encounter. Each day that characters spend in the Scrap Yard, make an encounter check to determine whether an event occurs that demands their attention. An encounter check is a d20 roll, modified by circumstances as shown on the table below. (Apply one modifier from each section of the table, as applicable.) A result of 20 or higher indicates that an encounter occurs. If an encounter is indicated, roll on the Urban Encounters Table. On this roll, apply the same modifier used to determine if an encounter occurs (a result greater than 20 is possible). Descriptions and definitions of the entries on the Urban Encounters Table follow:
 Admirer: A friendly character (usually an heroic NPC with class levels) with a CR equal to 2 less than the party level approaches the characters with a request. She may wish to hire the characters, tell them a rumor she heard, or simply tag along as they explore the city. Both Motorball and Coliseum champions are amongst the most admired people to be found in the Scrap Yard. Animal: The characters are set upon by animals in some way. This challenge could be anything from thieving monkeys to a rampaging escaped circus bear. Most animals found in the Scrap Yard do have cybernetic parts, and some are complete cyborgs. Bio Hazard: The fetid air that rises from the sewers is particularly strong in this area, intoxicating the people that live here. These people are subject to a variety of diseases and radioactivity mutations. If the PCs decide to give them help or shelter, they are rewarded with the people’s friendship (but at the risk of contracting a disease or mutation themselves). If the PCs instead decide to not care about them, a mutant commoner with a CR equal to the party level -3 attacks them in a frenzied solo-assault. Brawl/Street Fight/Gang War in Progress: This can be the classic barroom brawl (either in an actual barroom or spilled out onto the street), a battle between rival factions, families, or gangs in the city, or a fight between Factory Law operatives and criminals trying to escape. The characters could just be witnesses, they could get hit by stray gunfire, they could be grabbed and used as cover or hostages by one side, or they could be mistaken for members of one group and attacked by the other. Bullies: These may be ordinary street thugs, but such characters never target those who look tougher than they. Bullies could also be seasoned pros who look down on low-level characters. A group of bullies always outnumbers the characters by at least two (+50% is a good rule of thumb), and each bully has a CR equal to 1 less than the party level. To be meaningful, bullies have to be tough; run-of-the-mill thugs are described in the Muggers entry below. Many dangerous criminals and outlaws in the Scrap Yard fall under this category. Construction Accident: One or more of the characters are potentially struck by a falling object, fall through unsafe scaffolding, or face a similar mishap. Run this encounter using the rules for falling characters or by adapting a falling object from Table 7-10: Damage From Falling Objects on page 214 of the d20 Modern Core Rulebook. Contest in Progress: The characters are invited to participate in or judge a small private contest of some sort. The match could be anything from a foot race to an intellectual test to a drinking competition; with the exception of special events such as Coliseum fights and/or Motorball races. Corpse: The characters find a dead body. The corpse could be the victim of a crime, mishap, or strange circumstances. Usually, it simply belongs to the next victim of the many organ-theft crimes that occur in the Scrap Yard. District-Specific Encounter: Use an encounter that fits the district of the city in which the characters are currently located. The five main districts in the Scrap Yard are: South Sector, North Sector, East Sector, West Sector, and Mount Tiphares at the city’s center. Duel in Progress: The characters witness a duel—either a traditional unarmed duel or one involving weapons. Duels in the Scrap Yard often involve local Hunter-Warriors or special events gamers, like motorballers and Coliseum fighters. Employment Offer: The characters meet someone who offers them work. The job depends on their overall circumstances and on the nature of the employer. Only private activities are allowed in the Scrap Yard. All the city’s main services are run and controlled by the local Factory Law. Escaped Prisoner: Someone breaks free from the custody of the local Hunter-Warriors/Netmen and flees past the PCs. They can help apprehend the prisoner or help her escape. The prisoner typically has a CR 1d6 lower than the characters’ party level. In the Scrap Yard prisoners are very rare, since death is the main form of punishment. Fire (building, vehicle, etc.): Fire is a danger that threatens the whole city. A burning house, car, or other structure are common sights in the Scrap Yard. Use the rules for catching on fire and for smoke found at pages 213-214 in the d20 Modern Core Rulebook. Found Item: The characters find an item of some value piled on the surrounding trash: a lost cybernetic limb replacement, a monitor-ticket for a Motorball event, or old jewelry, for example. They can make use of it, or try to find the rightful owner. Or perhaps the rightful owner will try to find them. Hunter-Warrior Harassment: The PCs encounter a local Hunter-Warrior who wants to throw his weight around. The characters can use their social skills to defuse the situation, or they can resort to force of arms if the situation degenerates. Generic Hunter-Warriors typically have individual CRs of 1 to 5, but stronger individuals exist. The characters successfully overcome this encounter if they end the harassment, no matter how they do so. Lost Child: A parent or other caregiver seeks help from the PCs. The child might be simply lost in the sewers beneath the metropolis, or perhaps is the victim of a more sinister fate, like getting killed and having his spinal column sold at the black market. Mistaken Identity: One or more of the PCs are mistaken for someone else—often someone famous or infamous. Monster: A creature (one appropriate to the wastelands surrounding the city) rampages through the city, and its path crosses that of the characters. Muggers: Some thugs have bitten off more than they can chew when they decide to pick on the characters. There’s roughly one mugger for every PC, and each has a CR of 3 to 5 less than the party level. These are usually drug dealers and organ-thieves. Netmen Need Help: The characters get a request from a Factory Law-affiliated Netman. The request could be as simple as a request for repairs, or it could be as complex as a plea to solve a series of grisly murders that have the local Hunter-Warriors baffled. Pickpockets: One or more thieves try to steal some from the PCs. A pickpocket has levels equal to 2 less than the party level and a Sleight of Hand modifier equal to 4 more than the party level. Prominent Personage: The characters meet an important political, religious, mercantile, or military NPC. Most important NPCs have a retinue or guard of some sort. Robbery in Progress: Criminals burst out of a nearby shop eager to cause as much mayhem as possible during their escape. Each of the 1d4+1 robbers has a CR equal to 3 less than the party level. Cybernetic replacement limbs, chips, and food are all main targets. Spectacle: They characters witness some special form of public entertainment—a Coliseum fight or a Motorball race, for example. They can participate as spectators only (but bets and gambling are allowed). Sports Special Event Duel: One of the characters is challenged to a one-on-one sports duel, such as Motorball. Contenders still have to register as normal and follow the rules to be able to participate in the sports contest. If the character manages to beat his opponent he is considered the duel’s winner, even if he doesn’t manage to win the sports event itself. |
| #60riberberoNov 03, 2011 11:56:24 | The majority of cyborgs living in the Scrap Yard have this new piece of cybernetic enhancement installed on their mechanical bodies. With it, what would otherwise mean certain death can be postponed to some extent:
Life-Support Mechanism (PL 7) This useful cybernetic enhancement is mainly used as an internal emergency life-support system for its recipient, but can also be linked to organic vital organs externally to keep them from dying. Benefit: This internal cybernetic chest implant allows to artificially maintain an organic brain or other vital organ alive for a short period of time. It simulates heartbeats for pumping blood within the veins, and it also features a pair of cybernetic lungs with a built-in emergency oxygen supply. The device is complete with cables that make it linkable to external organic vital organs (a full-round action). So, for example, the device could be linked to a severed human head to maintain his brain alive for a short extra time by pumping in blood and oxygen. The Life-Support Mechanism’s internal air supply lasts for up to 2 consecutive hours, after which the oxygen tank needs to be refilled (purchase DC 8 to refill it). Type: Internal. Location: One torso. Hardness/Hit Points: -/4. Base Purchase DC: 23. Restriction: None. |
| #61riberberoNov 03, 2011 15:39:55 | This is my take on the Rent-A-Gun. Thanks to marcoasalazarm for his post from which I took inspiration for the armor. This version is an all-in-one package that includes the armored vest and its gadgets, as well as its dedicated rifle.
Rent-A-Gun - Rail Mercenary Armor & Rifle (PL 7) The “Rent-A-Gun” Rail Mercenary Armor is a light-duty armor vest worn exclusively by land-dwelling mercenaries hired by Tiphares to protect the Factory Railroad and its trains from the bandit gangs lurking in the outer desert. Wearing the armor without penalties requires the mercenary to have the Armor Proficiency (medium) feat. The armor features a single built-in articulated mechanical arm attached to the armor’s back that automatically draws the mercenary’s rifle in front of him and readies it to be shot; even though the weapon still needs to be triggered by hand. The mechanical arm is not suitable for any other uses, and can only be equipped with special Factory-distributed rifles, called Rail Mercenary Rifles. It also features a digital “eye patch” display that snaps to the mercenary’s head when engaged in battle, and works as a digital rifle-linked targeting device that grants the user a +1 equipment bonus on all ranged attacks made with the integrated Rail Mercenary Rifle. To discourage the mercenaries from escaping the battlefield, a remote-controlled explosive device has also been added. The armor can’t be removed until the mercenary’s contract has expired. Any attempt made to remove one of its components or to leave the designated perimeter by more than 20 meters causes a small built-in speaker to give off a warning beep and a 25-seconds (4 rounds) countdown activates before the bomb explodes, instantly killing the armor’s wearer (no save) as well as dealing 3d6 concussion damage points to all those within a 5 ft.-radius-burst (Reflex save DC 18 halves damage). The armor automatically grants its wearer the benefits of the Quick Draw feat for the purpose of drawing the integrated Rail Mercenary Rifle, but the weapon is drawn only at the contract’s employer remote-command. The 9mm Rail Mercenary Rifle can then be simply triggered with one hand, and if it hits a target it deals 2d6 points of ballistic damage. It can fire both on Semiautomatic or Automatic mode and has a range increment of 40 feet. It houses a 50-rounds integrated magazine. Type: Tactical. Equipment Bonus: +5. Nonprof. Bonus: +2. Maximum Dex Bonus: +2. Armor Penalty: -4. Speed (30 ft.): 25 ft. Weight: 10 lb. Purchase DC: 21. Restriction: Military (+3), Illegal (+4) in the Scrap Yard only. |
| #62riberberoNov 06, 2011 13:48:11 | Foreword: I created this new advanced class using the rules described in the Blood And Fists – Modern Martial Arts supplement. It should be fully compatible with the rules and materials contained in that book, although I have not tested it out in game yet. The primary reason why I did it like this, is because my intention is to gradually integrate new martial arts stiles such as Jashugan’s Machine Klatsch and Space Karate varieties. Feedback, suggestions and constructive criticisms are welcome, as usual.
THE KÜNSTLER Künstlers are humanoids that develop powerful anti-cyborg fighting techniques. Select this advanced class if you want your character to be a capable anti-cyborg fighter with fighting abilities beyond the reach of normal cyborgs and human beings. The fastest path into this advanced class is from the Strong Hero basic class, though other paths are possible.
Requirements To qualify to become a Künstler, a character must fulfill the following criteria. Base Attack Bonus: +3. Skills: Concentration 3 ranks, Jump 3 ranks. Feats: Combat Martial Arts or Defensive Martial Arts. Special: The character must also select one Künstler Style.
Class Information The following information pertains to the Künstler advanced class. Hit Die: 1d8. Action Points: 6 plus one-half the character’s level, rounded down. Class Skills: The Künstler class skills are as follows: Bluff, Computer Use, Concentration, Escape Artist, Intimidate, Knowledge (current events, history, tactics, technology, theology, philosophy), Listen, Pilot, Sense motive (Note that the Künstler Styles will grant the character additional class skills beyond these). Skill points per Level: 4 + Intelligence modifier (3 + Int modifier for nonhumans).
Class Features The following features pertain to the Künstler advanced class. Künstler Mastery: At 1st, 3rd, 5th, 7th, and 9th levels, the character gets to pick an ability from the Künstler Mastery list for the style he is mastering. See Künstler Mastery for more information on Mastery abilities. Level 2 Masteries may only be learned by characters of 5th level and above. Level 3 Masteries may only be learned by characters of 9th level. Bonus Feats: At 2nd, 4th, 6th, 8th, and 10th levels, the Künstler gains a bonus feat from the Künstler Bonus Feats list for the style he is mastering. See Künstler Mastery for more information. The character must meet the prerequisites for any feat he takes.  KÜNSTLER STYLES
PANZER KUNST (Original Style) History: Panzer Kunst, or the “Armored Arts”, is said to be a martial art founded by Tiger Sauer on Mars during the early Martian Colonial period, about 300 years ago. The first fighting style to anticipate cyborg combat, the Panzer Kunst instructs its disciples in the art of handling both armed opponents and zero gravity (and as an extension, fighting in mid-air free fall). Panzer Kunst emphasizes speed as well as the use of vibration-based attacks to cause damage to a foe’s limbs or internal organs. The art is also quite effective against larger foes. The Panzer Kunst also provides a definite tactical advantage, since it gives its user the ability to analyze an opponent’s fighting style and to retaliate accordingly. Therefore, a Panzer Kunst practitioner will rarely be defeated in a second combat with a given enemy. Panzer Kunst itself is divided into different Schools, many of which still remain unknown. Some of the known Schools are the Mauser School, the Schneider School, and the Gossen School (although this last one has been extinct since the last 200 years). Panzer Kunst is the ancestor of many later schools of cyborg martial arts, such as Space Karate and Ahat Mastade. Prerequisites: Dex 13+, Jump 4 ranks, and Tumble 4 ranks. Effect: You are proficient in both kick and punch attacks and are considered armed when making such attacks. You automatically gain the benefits of the Zero-G Training feat. You also add Hide, Jump, Move Silently, and Tumble to your list of class skills. Panzer Kunst is an external style whose attacks are modified by the character’s Dexterity modifier. Panzer Kunst is an aesthetic martial art.
TUNED PANZER KUNST (Me Style) History: TUNED Panzer Kunst is a newly discovered personalized martial arts style that directly descends from the original Panzer Kunst. It is a very powerful attack-oriented style that also features some plasma-related special maneuvers. Prerequisites: Str 13+, Repair 4 ranks, and Tumble 4 ranks. Effect: You are proficient in punch and charge attacks and are considered armed when making such attacks. You automatically gain the benefits of the Zero-G Training feat. You also add Disguise, Jump, Repair, and Survival to your list of class skills. TUNED Panzer Kunst is an external style whose attacks are modified by the character’s Strength modifier. TUNED Panzer Kunst is an aesthetic martial art.
KÜNSTLER MASTERIES
PANZER KUNST (Original Style) Mastery (Level 1): Elbogen Blatt, Hertza Haeon, Kurz Bombe Kunst, Schatten Folgen. Mastery (Level 2): Ausser Stosse, Einzug Rüstungen, Geschoss Schlag, Seiner Weisen. Mastery (Level 3): Einsatzrhythmen (Ki), Hertzer Fahren. Bonus Feats: Acrobatic, Advanced Combination, Advanced Combat Martial Arts, Advanced Rush, Alertness, Athletic, Axe Kick, Back Kick, Block, Body Blow, Circle Kick, Combat Expertise, Combat Reflexes, Combination, Counterstrike, Dodge Roll, Elbow Slam, Elusive Target, Exotic Weapons Proficiency (elbow blades, or bomb-caps), Flying Kick, Heart Punch, Heel Kick, Improved Block, Improved Combat Martial Arts, Improved Combination, Improved Counterstrike, Instant Stand, Jump Kick, Ki, Leg Sweep, Lightning Reflexes, Mobility, Momentum Throw, Rush, Snap Kick, Thigh Kick, Uppercut, Weapon Finesse, Whirlwind Attack.
TUNED PANZER KUNST (Me Style) Mastery (Level 1): Hertza Haeon, Sechster Angriff. Mastery (Level 2): Mass Driver, Plasma Boost (Ki), Seiner Weisen. Mastery (Level 3): Demoniac Plasma Sphere (Ki), Einsatzrhytmen (Ki). Bonus Feats: Advanced Combination, Advanced Combat Martial Arts, Advanced Rush, Athletic, Block, Body Blow, Combat Expertise, Combat Reflexes, Combination, Counterstrike, Cybertaker, Deceptive Attack, Dodge Roll, Elusive Target, Exotic Weapons Proficiency (modified titan blade), Haymaker, Head Butt, Heart Punch, Heel Kick, Hook, Improved Block, Improved Combat Martial Arts, Improved Combination, Improved Counterstrike, Instant Stand, Jab, Ki, Kidney Punch, Lightning Reflexes, Mobility, Momentum Throw, Power Attack, Rush, Snap Kick, Short Power, Uppercut, Weapon Focus (modified titan blade), Whirlwind Attack.
Note: Feats written in italic are described in the Blood And Fists – Modern Martial Arts supplement. Please note that if a feat is listed under the Künstler class’ Bonus Feats it means that the class also meets the style prerequisites to access that particular maneuver/signature maneuver/ki feat/mastery feat (although the character still needs to meet all other non-style requirements). |
| #63riberberoNov 06, 2011 13:58:29 | KÜNSTLER MASTERY DESCRIPTIONS
ELBOGEN BLATT (PANZER KUNST LV. 1) The Panzer Kunst art of dual-wielding elbow-blades, considered part of the Mauser School. Prerequisites: Panzer Kunst Mastery (Lv. 1), Exotic Melee Weapons Proficiency (elbow-blades). Effect: When you are wielding elbow-blades, you gain an additional bonus on all attack and damage rolls made with them. The bonus equals one-half your Künstler’s class level (rounded down, max +5 at 10th level). You also gain the benefits of the Two Weapon Fighting feat, but this applies only to elbow-blades.
HERTZA HAEON (PANZER KUNST LV. 1) A strike that delivers a high-frequency vibration to the victim, concentrating kinetic energy to the heel of the palm that when placed correctly can be used to destroy or at least disrupt function of the brain or heart. Prerequisites: Panzer Kunst or TUNED Panzer Kunst Mastery (Lv. 1), Improved Combat Martial Arts. Effect: With a successful unarmed melee touch attack, this strike delivers normal punching damage to the target as well as +2d8 additional sonic (kinetic) energy damage. In addition to suffering this maneuver’s damage, the target of this attack must succeed at a Fortitude save (DC 10 + your Strength modifier + your level – target’s level) or he immediately drops to dying condition (at -1 hp). This maneuver deals double damage to objects, also ignoring all hardness. On a successful critical hit, this maneuver also automatically destroys one of the target’s cybernetic attachments (internal or external, but not full-body), selected by the attacker. This maneuver may be used more than once per round.
KURZ BOMBE KUNST (PANZER KUNST LV. 1) A Mauser School weapons technique used by some members of the Kammer Gruppe that involves the use of small bomb caps that are placed on vital spots on an opponent and then detonated by a specific method, such as snapping one's fingers. They can be used to cripple an opponent by targeting their vital spots, as well as for assassination and torture. Prerequisites: Panzer Kunst Mastery (Lv. 1), Exotic Weapons Proficiency (bomb-caps). Effect: First of all, you make an unarmed melee touch attack that deals standard punching damage against a single opponent. If successful you manage to attach a maximum number of bomb-caps that equals your Künstler’s class level to the target’s body. Anytime thereafter (even several rounds later) you may detonate the bomb-caps as a free action, dealing 1d6 concussion damage for every single bomb-cap that has been attached to the target (no saves). (So, for example, a 7th level Künstler would inflict 7d6 concussion damage points for having attached 7 bomb-caps to the target.) The resulting localized explosions deal damage to the target only; nearby creatures are unaffected. A creature can try to remove a single attached bomb-cap with a successful Disable Device (DC 18) ability check and a full-round action; failure by 5 or more means that the bomb-caps are triggered (all at once). Special: A character can only deploy up to a maximum of 2 bomb-caps per Künstler level (rounded down) each day.
SCHATTEN FOLGEN (PANZER KUNST LV. 1) The character is able to elude an enemy’s sight by hiding directly behind him and following his movements. Prerequisites: Panzer Kunst Mastery (Lv. 1), Hide 4 ranks, Move Silently 4 ranks. Effect: If you are adjacent to your opponent, you may hide in plain sight from him at will by positioning yourself directly behind him, and also be able to move along with him by following his movements. (You still need to make Hide cheks as. usual). This maneuver only hides you from a single adjacent target; you still remain visible to all other present opponents (and still cause attacks of opportunity from them). As soon as you are no longer adjacent to the target’s position you lose the benefits of this maneuver.
SECHSTER ANGRIFF (TUNED PANZER KUNST LV. 1) You rush towards your opponent at supersonic speed attempting to attack, or kill him, with a sudden surge of attacking force. Sechster Angriff is a very aggressive maneuver that emphasizes forward motion. However, this also means that a practitioner of Sechster Angriff is at a considerable disadvantage when forced to fight in close quarters. Prerequisites: TUNED Panzer Kunst Mastery (Lv. 1), and Rush. Effect: Sechster Angriff is activated as a full-round attack. You gain a +4 bonus to both hit and damage on your charge attack (both armed with a melee weapon or unarmed), and your target is considered flat-footed. Also, this maneuver grants you a +30 feet tactical speed bonus during your charge, and thanks to your swirling movements you never provoke attacks of opportunity. If you miss with this attack, you are considered flat-footed until the beginning of your next action. This maneuver deals double damage to objects, and ignores up to 10 points of hardness/DR. This maneuver can only be activated once per round, and only if there is enough free space to fully accomplish the charge’s movement.
AUSSER STOSSE (PANZER KUNST LV. 2) By twisting into an attack made by the opponent, the character is able to redirect that energy against him, resulting in a kicking counterattack that is stronger than would normally be launched. Prerequisites: Panzer Kunst Mastery (Lv. 2), Momentum Throw. Effect: If your opponent misses you in combat, you gain a Trip attack as an attack of opportunity against her, inflicting your throw damage plus an amount equal to double your opponent’s melee damage bonus, in addition to rendering him prone. Ausser Stosse takes the place of the attack of opportunity granted by Improved Combat Throw. This maneuver does not grant you more attacks of opportunity than you are normally entitled to.
EINZUG RÜSTUNGEN (PANZER KUNST LV. 2) By attuning the rhythm of movement to the opponent’s, the character then strikes when the opponent’ guard is weakest. Prerequisites: Panzer Kunst Mastery (Lv. 2), Ausser Stosse. Effect: You can activate this maneuver as a move action, receiving the following benefits until you remain adjacent to your target position: the target of your next melee attack/attack of opportunity is considered flat-footed, and the damage inflicted is increased by one die size (e.g. from 1d6 to 1d8). The attack also ignores the target’s armor equipment bonus to Defense (if any) as well as ignoring up to 20 points of hardness/DR. This maneuver does not provoke attacks of opportunity. As soon as you are no longer adjacent to the selected opponent, you lose all benefits granted by this maneuver.
GESCHOSS SCHLAG (PANZER KUNST LV. 2) A faster-than-sound punch that adds a sonic-boom effect to the impact, delivering more force to the strike. This accelerated punch can easily shear through metal. Prerequisites: Panzer Kunst Mastery (Lv. 2), Hertza Haeon, and Advanced Combat Martial Arts. Effect: This maneuver may only be used in conjunction with a charge. Your punch damage is increased by two die sizes (e.g. from 1d6 to 1d10) as well as inflicting +2d10 additional sonic energy damage. Furthermore, you add one-and-a-half times your Strength modifier to the damage from this attack. If you miss with this attack, you are considered flat-footed until the beginning of your next action. This maneuver deals double damage to objects, also ignoring all hardness/DR. You may only use this maneuver once per round, but you may make additional, non-Geschoss Schlag attacks, provided that you have the ability to make multiple attacks.
MASS DRIVER (TUNED PANZER KUNST LV. 2) A faster-than-sound charge followed by an extremely powerful mid-air feet-stomp to the opponent’s body. Prerequisites: TUNED Panzer Kunst Mastery (Lv. 2), Sechster Angriff, and Jump 5 ranks). Effect: This maneuver may only be used in conjunction with a charge. You gain a +6 bonus to both hit and damage on you charge attack, and your target is considered flat-footed. Also, this maneuver grants you a +45 feet tactical speed bonus during your charge. Your kick damage is increased by two die sizes (e.g. from 1d4 to 1d8) as well as inflicting +2d10 additional concussion damage. Furthermore, you add two times your Strength modifier to the damage from this attack. If you miss with this attack, you fall prone and are considered flat-footed until the beginning of your next action. This maneuver deals double damage to objects, also ignoring all hardness/DR. This maneuver is activated as a full-round attack. This maneuver can only be activated once per round, and only if there is enough free space to fully accomplish the charge’s movement.
PLASMA BOOST (KI) (TUNED PANZER KUNST LV. 2) By drawing upon your inner chi and plasma powers you are capable of breaking the limits of your body, vastly incrasing your fighting skills. Prerequisites: TUNED Panzer Kunst (Lv. 2), Ki, and a cybernetic body with the innate ability to create plasma (e.g. the Fizziroy Body). Effect: This maneuver is activated as a full-round action. Your Str, Dex, and Con scores all get a +3 bonus. You gain a +1 bonus on both your melee attack rolls and Defense, and the damage for your plasma attacks is increased by one die size (e.g. from 2d10 to 2d12). Your tactical speed is also increased by +30 feet (stacks with other speed bonuses). Plasma Boost remains active for a number of rounds that equals your Künstler class level. After the effect has expired you remain fatigued for 1d4 rounds (Fort DC 25 halves, min 1 round).
SEINER WEISEN (PANZER KUNST LV. 2 / TUNED PANZER KUNST LV. 2) Individual techniques created by each Künstler that are unique based on their own body's construction, and thus unteachable. While not truly considered part of Panzer Kunst, there was a tendency to consider Künstlers top-notch only once they had developed a Seiner Weisen. Prerequisites: Panzer Kunst or TUNED Panzer Kunst Mastery (Lv. 2), and Advanced Combat Martial Arts. Effect: You can choose between one of the following persistent special benefits: class bonus to Defense +1; Base attack bonus +1; Reflex or Fortitude saving throw +2; tactical speed +15 feet; or Skill bonus +4 on a single class skill.
DEMONIAC PLASMA SPHERE (TUNED PANZER KUNST LV. 3) Prerequisites: TUNED Panzer Kunst Mastery (Lv. 3), Plasma Boost, and a cybernetic body with the innate ability to create plasma (e.g. the Fizziroy Body). Effect: This maneuver is activated as a full-round action. You draw upon the power of your body to create a huge floating plasma sphere that can be thrown at your enemies. If the sphere hits, it creates a huge explosion with a 45-ft.-burst range, dealing damage to the target (no save) and its surroundings (Reflex DC 22 halves damage). The standard damage dealt by your plasma attack is doubled, and you can unleash the sphere with a successful ranged touch attack that has a range increment of 60 feet, although throwing the sphere requires an additional attack action. This maneuver can be used more than once, but each use requires the character to spend 1 action point.
EINSATZRHYTHMEN (KI) (PANZER KUNST LV. 3) A technique associated with the long-dead Gossen School of Panzer Kunst, existing only in books by the time of Grünthal’s fall, 200 years prior. By attuning their own chi to that of their opponent’s, the Künstler is able to fully nullify the opponent’s chi, completely halting any attack they might have launched. Very few Künstlers have ever been able to master this move. Prerequisites: Panzer Kunst or TUNED Panzer Kunst Mastery (Lv. 3), Seiner Weisen, and Ki. Effect: This ability is activated as a full-round action. Until the beginning of your next turn, you automatically nullify all of your opponent’s Ki abilities (denies use of any Ki feats). This ability works only against one single preselected target, and you need to be able to maintain visual contact with him. The target is allowed to make a Will save (DC 10 + your Will modifier + your level – target’s level) to negate the effect. Any Ki ability or feat used by the opponent is automatically wasted (still counting against daily uses). The opponent may try to react with some non-Ki ability (such as a normal attack), but only if he successfully manages a Concentration (DC 17) ability check. Failure on the Concentration throw means that the target cannot execute any action (effectively being paralyzed) until the effect of the maneuver is active.
HERTZER FAHREN (PANZER KUNST LV. 3) A two-part “Übergeheimnis” combination attack from the Schneider School. An initial Verschlag strike is delivered in order to set loose a shockwave which bounces around inside the opponent’s body, increasing in momentum and energy, before finally focusing on the extremities such as the limbs or joints (the opponent might notice this as a slight ringing in its ears). A second Hertzer Nadel is then driven into the focal point of the shockwave, causing the pent-up kinetic energy to explode from within. Prerequisites: Panzer Kunst Mastery (Lv. 3), Geschoss Schlag, Hertza Haeon, Seiner Weisen. Effect: First of all, you need to hit a single target with an unarmed melee touch attack (Verschlag) that inflicts normal punching damage as well as +2d8 additional sonic (kinetic) energy damage. If you managed to hit your opponent with the first Vershlag, you can then anytime try to hit him once more with a special punch attack (Hertzer Nadel) that has its damage increased by two die sizes (e.g. from 1d6 to 1d10). If the second Hertzer Nadel is landed successfully to the same target (even several rounds later), the pent-up energy inside the target’s body explodes, inflicting 3d6 points of concussion damage to the target (no save) and to all caught within the 5-ft-burst-radius (Reflex DC 17 halves). Both the Verschlag and the Hertzer Nadel cost respectively one attack action. This maneuver can be used more than once, but each use requires the character to spend 1 action point. |
| #64riberberoNov 25, 2011 13:28:54 | I'm in Skyrim right now, so I won't come up with new stuff for a short while. In the meanwhile, are there some particular equipment requests for this setting?
An issue about Den's remote body; should I make it a mecha or a new cybernetic Gargantuan centaur-shaped full-body replacement? If you're interested, feel free to share your opinion. |