Kronos's d20 Stuff

kronos182

Adventurer
Some Mech Equipment

Weapon

Pulsed Weapon System (PL 6, mech weapon gadget)
With this weapon system, one energy-based weapons on the mecha will have their weapon fire rate changed from single to autofire and cause an additional 50% damage to a target, but the range of the weapon is reduce by 50%.
Equipment Slots: None
Activation: Free action.
Range: Per the weapon (See Above)
Target: Per the weapon (See Above), Autofire
Duration: Per the weapon
Saving Throw: Per the weapon
Purchase DC: One-quarter the mecha’s weapon base purchase DC
Restriction: None

Misc

Outdated (PL 5, gadget)
This mecha is quite outdated, in direct comparison to other mecha of a similar model and make. Normally these mecha have been though several major conflicts
and have suffered through them. In gaming terms, all mecha with outdated will have its hardness reduced by 5 points.
Hardness: -5
Base Purchase DC Modifier: -10

Defense Equipment

EMP Shielded (PL 8)
Mecha with this device have had had its major operation systems protected and reinforced from all various types of electromagnetic pulses (EMP) attacks and/effects.
Mecha with this device gains a +5 to all rolls when dealing with EMP attacks and/or effects.
Equipment Slots: None
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10
Restriction: None
 

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kronos182

Adventurer
A few Vintage Arms items.

VAC96F

Another weapon design pulled from the era of Earth's Second Great War, VA took the German Empire built Mauser C96 and added their own twist to the design. The VAC96F still has the wooden (synthetic wood, although custom orders with real wood are available) broomstick style handle, the magazine, now larger, is mounted in front of the trigger guard. Instead of a bullet, it now fires flechettes with a reliable semi automatic action. It has a special feature that allows it to fire two rounds at once, with a small decrease in accuracy, for greater damage, by flipping a switch on the opposite side of the safety switch (both switches are offered on either side for left and right handed users), however this eats through a magazine very quickly if left on. Mounted on the top in front of a fake hammer is a digital ammunition counter.

VAC96F (PL6 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20
Damage Type: piercing, slashing
Range Increment: 45 ft
Rate of Fire: Semi
Size: Med
Weight: 2 lbs
Ammo: 30 box
Purchase DC: 21, Res (+2)
Notes: Dual Shot

Dual Shot - This feature allows the user to make use of the double tap feat even if they don't have that feat, using two bullets at once dealing an extra 1d6 damage, but suffering -1 to attack rolls. Must be used with at least 2 rounds in the magazine. Activating or deactivating this feature is a free action once a round. Someone with the Double Tap feat can still double tap with the Dual Shot mode active, but uses up 4 rounds, and suffers an additional -1 to attack roll.


VA Lightning-IP

While researching the Colt manufacturer of firearms, Vintage Arms discovered the Lightning Carbine, a slide action (pump action) rifle produced at the end of the 1800s Earth Calendar. While originally not a very popular weapon as other weapons at the time, VA loved the name and produced an ion rifle modelled on the Colt Lightning weapon. Based on the carbine version with a 20 inch barrel, a synthetic wood stock that holds the power pack, ergonomic no-slip designed slide grip, it looks almost identical to the original Lightning carbine. A digital ammunition counter is mounted on the top ahead of the hammer, which acts as safety. Since the weapon does not have any physical ammunition for the slide to load from a tube magazine, the slide is not only an adjustable grip for the user's other hand, but when pulled back, activates additional capacitors and focusing lenses, as well as draw more power from the power pack, to make the next shot more powerful. The extra power can be held safely for 5 minutes before it safely discharges, wasting the energy, or if the safety is engaged.
Being an ion weapon, it is well favoured by those who engage cyborgs and robots. The extra power mode makes it even more favoured for robot hunters as it can even slow vehicles and stun robots even longer.

VA Lightning-IPI (PL6 Personal Firearms Proficiency)
Damage: 4d4+4
Critical: 20
Damage Type: Electricity
Range Increment: 80 ft
Rate of Fire: Semi
Size: Large
Weight: 9 lb
Ammo: 50 box
Purchase DC: 23 Res (+2)
Heavy Mode: As a free action, the firer can pull back the slide activating heavy mode, which deals 8d4 electrical damage, cyborgs and robots struck must make a Fort save DC 18 or be stunned for 1d4+2 rounds. Mechs and vehicles up to gargantuan size are slowed (can only take a single move or attack action each round, not both, -2 to Defense, melee attack and damage roles, Reflex saves, jump half as far, and speed reduced by 25%) for 1d4+1 rounds. Vehicles have +1 to Fort save based on size over medium, but have no other bonuses except if made from special materials or other special abilities (such as EMP shielding) due to design.
Notes: Cyborgs and robots struck must make a Fort save DC 15 or be stunned for 1d4 rounds, has iron sights, but has concealed (slide forward a cover) mountings for basic sights and scopes, ammo counter.
 
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kronos182

Adventurer
Paragon Corp armour.

Steel Armour mk6 Stealth
The mk6 is a stealth variant of the Steel Armour, featuring sensor deflecting design and armour, jamming systems and other stealth related systems. The armour is coated in a chameleon layer, able to alter its colour to blend in with its surroundings, as well as thermal insulators to reduce its thermal signature to better hide from thermal sensors. The shoulder ballistic weapon is modified to carry up to 3 different types of ammunition, such as trackers, remote microphones, and any other types. The mk6 also mounts the smallest version of chaff to help defend itself when it is discovered. The mk6 also includes a laser communications system for a secure means of communications, but requires a line of sight (up to 10 mile range).
The suit has air filters and an onboard supply of 3 hours of air, targeting systems for its onboard weaponry, missile lock alert system, various vision enhancement systems such as digital binoculars, night vision gear, motion sensors and several defensive systems including micro flares, heat resistant coating and a magnetic field to help deflect ballistic weaponry. Offensively the suit uses the smallest example of beam/pulse weapons built into the hands. This allows the user to switch between a more powerful plasma blast for close range or a weaker, but longer ranged laser. The beam/pulse weapons in pulse mode have two other modes: the first being a plasma based flamethrower for an area attack; and the other aids in the suits ability to fly. While these are not necessary for flight, they allow the suit to fly faster, and grants it higher maneuverability, but disables their use as a weapon while in this mode. Mounted over the right shoulder is a ballistic weapon that has an extending/retracting barrel that rotates to face over the shoulder or up parallel with the torso while in flight. The servos carry the weight of the suit, so to the user they don't feel the weight of the armour.

Steel Armour (PL7)
Type: Powered Armour
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 35 ft, fly 40 ft (average maneuverability) / 75 ft (good maneuverability)
Weight: 67 lb Purchase DC: 36
Restriction: Res (+2)
Accessories: 3 hour air supply, air filters, blackout goggles, motion detector, HUD tied to all suit systems, wrist computer w/wireless modem, nanobeacon, unicom, HUD software sensor link, HUD software targeting (built-in weaponry), magnetic field, 2x beam/pulse weapons, micro flares (8 uses), ballistic shoulder weapon (equivalent to submachine gun), missile lock alert, chaff launcher (4 bundles), chameleon skin, stealth design, ECM Jammer, laser communications, acoustic baffling.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlight vision, +2 attack with built-in weapons, opponent ballistic and ranged weapons suffer -4, +3 Spot (HUD), detect moving objects within 125 ft, 3 hours air, +1 Computer Use checks, flares suffer -4 on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers or plasma weapons). Can not carry more than light load while in flight (not counting the weight of the armour), sensors -5 penalty on their Computer Use checks, RADAR and Thermal/IR sensors are -7 to detect the wearer, one-half miss concealment against missiles (20% miss chance), +5 to move silently.

Beam/Pulse Weapons
Built into the palms are beam pulse weapons that can be used as a laser rifle (3d8, 20, fire, 110 ft, s) or a plasma carbine (3d10, 20, fire, 55 ft, s/a), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). These weapons have 50 charges, which replenishes at a rate of 1 charge for every minute of inactivity. When using enhanced flight (the higher speed and maneuverability), none of the weapons can be used in flight.

Shoulder Ballistic Weapon
This ballistic weapon that sits over the right shoulder which rotates to face over the shoulder, or points up to be parallel with the torso for use in flight. The barrel retracts when not in use. The weapon uses caseless ammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 60 rds), and takes 30 minutes to reload without proper special equipment, with the equipment takes only 10 minutes. This version has a modified storage bin to allow it to carry up to three different types of ammunition, switching between any of the three types is a free action.

Micro Flares
These are similar to the flares used on aircraft, mech and robots to distract missiles that seek their targets based on heat signatures. The flares can be voice activated, as a free action, and the user makes an opposed attack roll against any incoming missile attack (that would hit normally hit, even with the missile lock alert system) at -4 to the roll. If successful, the missile targets the flare instead. These are the same flares used in the mk1 but has a better launch system to lower the penalty to the opposed attack roll. Replacement micro flares have a PDC 10 for 6.

Stealth Design
The mk6 uses sensor deflecting and absorbing design and materials to hide it from sensors. Enemies suffer -5 penalty on their Computer Use checks when using sensors, however RADAR an Thermal/IR sensors suffer -7.

ECM Jamming
This jamming system jams both communication and sensor systems, but as it is an active system, it can be tracked. When active, all sensor systems within 1 mile of the armour suffer -5 to checks, and all missiles within 100 feet have a 20% miss chance. Combined with the stealth design, sensors to detect the armour are at -10, and missile have 30% miss chance. Communications within 1 mile are also jammed, increasing Computer Use checks to get a clear signal by +5, this also affects the user's own communication systems, except laser line of sight communications.

Laser Communications
This is a secure form of communications, allowing the user of the armour to send and receive communications and data via a tight beam laser. The user must be able to see the target, either with eyes or via optic enhancements and sensors, within 10 miles, make an attack roll, with a range increment of 1000 ft. A successful 'hit' means the user has aimed the laser correctly and can send/receive information as long as neither the user or recipient moves.

Chaff Launcher
Based on chaff launchers used on aircraft and starships, that launches thousands of tiny metal strips or particles. This detritus interferes with sensors and missiles, and the small bundle launches from the armour's lower back as a move action. The chaff fills a 20 ft area. Sensor scans directed at anything within this area take a -8 penalty, and scanning anything on the other side incurs a -4 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance. Carries 4 bundles.
Replacement Chaff bundles have a PDC of 10 each.

Chamleon Skin
The outer layer of the armour is designed to change colours and patterns to blend in with its surroundings, granting +15 to hide when not moving. If moving at 30 ft or greater only adds only +5 as the system tries to keep up and blurs the outline. If used in dark or shadowy conditions this grants a 10% miss chance. If moving at 15 ft or less adds a +8 to hide.

Acoustic Baffling
The armour is designed to reduce the sound it makes, granting +5 to Move Silently checks.
 

kronos182

Adventurer
A new power armour, influenced by the Starship Troopers animated series.

APE Orbital Drop ArmourThe Armoured Personal Environment armour was developed for force recon units performing high orbit low opening (HOLO) drops into enemy territory. Produced by Steyr-Klough as a means to gain government contracts over H&K.The APE features a large life support system and food storage unit allowing the operator to function behind enemy lines for extended periods without needing resupplying. Armed with energy weapons helps reduce chances of running out of ammunition, and weight, which is dedicated to the life support and food storage. However, the APE is equipped with barely above basic sensors, but comes equipped with an excellent medical suite to keep the operator going.Armed with a long ranged laser, heavy plasma rifle and a laser cannon, grenade launcher for variable payload and a multi-fuel flamethrower for flexible combat operations. For defense, the armour is heavy, but the servos carry the weight of the armour. The armour uses a modified jumper pack system to land safely from low orbit, and aids in making power jumps, Comm system, medical treatment system.

APE Orbital Drop Armour (PL6-7)
Type: Powered
Equipment Bonus: +9
Nonprof. Bonus: +4
Str Bonus: +4
Nonprof Str Bonus: +2
Max Dex: +1
Armour Penalty: -8Speed (30 ft): 30 ft
Weight: 100 lbs
Purchase DC: 25Restriction: Mil (+3)Notes: Jumper Pack (can fly up to 250 feet with a speed of 50 ft, poor maneuverability) with 30 jumps before needed refueling. Can be used to land safely from great heights (Balance check DC 17 to keep armour up right and angle thruster). Orbital drops uses up 2 jumps worth of fuel to land safely (usually engages thrusters around altitude of 500 ft). 10 days food (rations with some room for other food stuffs) & water, 20 days oxygen, NBC & air filters give +4 Fort saves, darkvision 60 ft, +1 attack with ranged weapons, +4 save to stabilize, +4 vs blinding attacks.
Accessories: Medical system, night and thermal vision, polarizing visor, extended life support (10 days food & water, 20 days oxygen), targeting computer (+1 attack rolls for ranged weapons), jumper pack, long ranged laser, laser cannon, plasma cannon, grenade launcher, GPS, military radio, HUD, 20 day power source.

Medical System - This system monitors the life signs of the wearer, and when necessary will administer the necessary medicine like an advanced fast-use medkit, with a Treat Injury skill of +6. The system can administer antitox, neutrad, revive, prolong, and plastiflesh patches. The system can heal 2d4+1 hp with a successful Treat Injury check (the system can do this on its own at +6, or grants the user +2 to their own Treat Injury check if they activate the system manually). The system can administer any of the drugs 20 times, and can heal a maximum of 40 hit points before needing resupplying.

Weapons
The APE is equipped with a long ranged laser for sniper work, a laser cannon for more general combat, the plasma cannon for heavy armour, and a grenade launcher that can carry up to 3 different types of grenades that can be divided up in units of 5 (min of 5 for, then the other two can be 15 and 10), usually loaded with a mix of frag and high explosive. The hands of the armour are armoured and reinforced for smashing armour and flesh alike.
Weapon Damage Crit Type Range Incr RoF Magazine
Long Range Laser 3d8 20x2 Fire 200 ft Single Infinite
Laser Cannon 4d8 20x2 Fire 100 ft S, A Infinite
Plasma Cannon 5d10 20x2 Fire 60 ft Single Infinite
Grenade Launcher varies - - 75 ft S 30 grenades
Slam 1d6 20x2 blud melee - -
 

kronos182

Adventurer
‘Backsight’ Personal Vision Device

The ‘Backsight’ is a broad hairband-like device of hardened ceramic and plastic that fits around the back of the head and jacks on at the open ends into the wearer’s headjack(s) (it must be worn with a headjack). The Backsight is simply a mounting for rear facing wide angle optics. Simply by commanding their headjack or optical display, the wearer can access the optics in the band and look behind them without turning their head. While the Backsight can’t be loaded with advanced optic options like x-ray, UV or targeting systems, it is a low-cost , non-surgical means of providing ‘eyes in the back of one’s head’. The Backsight CAN be incorporated into a helmet, but still requires a headjack to work properly.
Benefit: While active, the wearer can't be flanked, +2 to search as the wearer can see larger area.
Sensors: Comes with basic and wide angle optics.
Size: Small
Weight: 1 lb
Hit Points: 3
PDC: 12
Options: Can be fitted with Low-Light and/or Thermal Imaging for an additional +1 PDC each.
 

kronos182

Adventurer
Rough Cut

The Rough Cut is a shotgun shaped weapon filled with 8 barrels loaded with 9mm caseless pistol rounds, stacked metal storm style, fired electronically, with an adjustable horizontal handle under the frame. The weapon breaks open like a shotgun, allowing sleeves of fresh rounds to be loaded into each barrel as a move action per barrel. A speed loader is available that will load all 8 barrels as a full round action. The Rough Cut can fire single, two, four or eight barrels at once.

Rough Cut (PL5 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20 x2
Damage Type: ballistic
Range Increment: 40 ft
Rate of Fire: s, a*
Size: large
Weight: 10 lbs
Ammo: 8x6 (48, total) internal
Purchase DC: 21 Mil (+3)
Notes: Selective Fire
Selective Fire - Can fire single barrel, two (3d6 damage), four barrels (4d6 damage), or all 8 barrels (5d6 damage). Can not use autofire with 4 or 8 barrels.
 

kronos182

Adventurer
Persuader

A large, tall laser pistol with four barrels aligned vertically, with a fold out hand grip under the barrels for better stability. The Persuader has selective fire to fire single barrels in sequence, or fire them in pairs or all four at once for greater punch. When fired singly, it can fire a hail of weak bolts rapidly, or slower and more powerful blasts from linked barrels, making it a versatile weapon. The larger body allows for two power packs to be inserted from the rear, to power the four laser barrels with a large ammunition supply.

Persuader (PL6 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20
Damage Type: fire
Range Increment: 50 ft
Rate of Fire: S, A
Size: Med
Weight: 5 lbs
Ammo: 100 (2 50 boxes)
Purchase DC: 20 Mil (+3)
Notes: Selective Fire, 2 power packs
Selective Fire - As a free action, once per round, the user can select how many barrels to fire, single (2d6 fire, s, a), two barrels (3d6 fire, semi, uses two shots), four barrels (4d6 fire, semi, but only two shots per round total, uses four shots). Can be used 1 handed, if using the forward hand grip, reduces autofire penalty by 1.
 

kronos182

Adventurer
Mastodon

A heavy weapon designed as a fire support for squads, providing mass area affect fire in a fairly small package. The thick bodied weapon contains a railgun system, with the handle at the rear, similar to shotguns, with a carrying handle on the top about midway, with heavy shoulder straps as the weapon is fired from the hip. The large helix ammo canister is attached at the bottom under the carrying handle.
The Mastodon uses railgun pistol ammunition, but with the large capacitors behind the receiver gives the smaller rounds greater punch that most railgun pistols. Due to firing position from the hip, the Mastodon isn't as accurate, but it can unleash a large amount of rounds, with selective auto-fire modes for increasing damage at the expense of more ammunition used. There is a mount ahead of the ammunition canister to allow the use of a bi or tripod, which makes the weapon a little more accurate.

Mastodon (PL6 Exotic or Heavy Personal Firearms Proficiency)
Damage: 3d12
Critical: 20
Damage Type: ballistic
Range Increment: 90 ft
Rate of Fire: A*
Size: Large
Weight: 40 lbs
Ammo: 100 rds
Purchase DC: 23 Mil (+3)
Notes: Inaccurate, selective auto-fire.
Inaccurate - When fired from the hip, supported by the shoulder strap, the weapon is inaccurate, suffering -2 to attack rolls. If used with a bi- or tripod, this penalty is cancelled.
Selective Auto-Fire - The Mastodon is designed to vary how it fires, from the normal 10 rounds in standard autofire, or can use the High Autofire mode, using double the number of rounds, 20 rounds, dealing 5d12, Reflex DC 18 for half damage. Alternative, when making a Strafing attack (using Strafe feat, area 4 squares long, 1 square wide), can use the High Autofire mode, dealing 5d12 damage, and Reflex save DC 18.
 

kronos182

Adventurer
Two starship defensive items.

New Shields

Graviton Shields (PL7-8 Defensive)
These shields use a form of gravitons to protect the ship, functioning similar to deflector shields, protecting against all types of attacks, these shield are particularly strong against lasers and photon weapons (any weapons with laser or photon in the name or what makes up their energy discharges). However these shields are weak against particle beam/pulse and plasma weapons.
Graviton shields provide 20 hit points per hit dice equal to one-fourth the starship's overall hit dice, laser and photon weapons deal 50% less damage (round down) and on a critical do not bypass the shields, instead doing normal damage. Particle beam/pulse and plasma weapons deal 50% more damage (round down).
PDC: 22 + one half base purchase DC of the starship.
Restriction: Mil (+3)


Positron Shields (PL7-8 Defensive)
These shields use protons to protect the ship, functioning similar to deflector shields, protecting against all types of attacks, these shield are particularly strong against tachyon and neutron weapons (any weapons with tachyon or neutron in the name or what makes up their energy discharges). However these shields are weak against laser and photon weapons.
Positron shields provide 20 hit points per hit dice equal to one-fourth the starship's overall hit dice, tachyon and neutron weapons deal 50% less damage (round down) and on a critical do not bypass the shields, instead doing normal damage. Laser and photon weapons deal 50% more damage (round down).
PDC: 22 + one half base purchase DC of the starship.
Restriction: Mil (+3)
 

Thomas Bowman

First Post
Looks like you've been busy. I've been working on stuff as well. I'm doing a setting which combines Dungeons & Dragons 3.5 and D20 Modern/Future. The way I've combined it is I've got rid of Defense and the level based defense bonuses, and replaced them with three Armor Classes, two of which I have borrowed from the Starfinder RPG, they are AC, KAC, and EAC, which stand for Armor Class, Kinetic Armor Class, and Energy Armor Class. Each Armor type has different values for each Armor Class, this allows Modern characters to interact with D&D characters, and gives advantages to modern and future weapons over D&D weapons. Of course the Modern classes don't have magic. There is also two Worlds, a D&D World and a Modern/Future World. The Modern/Future World is a relatively near future Earth, lets say in the late 21st century, the D&D World is Venus, not the Astronomical Venus, but a Venus with steamy jungles, dinosaurs, and all sorts of D&D monsters and races. One gets to Legendary Venus through a pair of gates above the South Pole of Astronomical Venus. Ever hear of the Venus Polar Vortex?
th

In my campaign, the eyes of these storms are gateways to a parallel universe, so one has to first get to astronomical Venus, pass through the eye of one of these storms, to travel to the parallel Venus on the other side. In this setting, this feature was only discovered once humans began exploring the upper atmosphere of this planet. The storm is a side effect of the existence of these gates.
Here is a map of an important continent on Legendary Venus.
VENISHTA.GIF

This is the equivalent of Faerun from the Forgotten Realms or Toril, it is an actual continent on Venus, the only difference is that the actual Venus has no oceans, Even Legendary Venus is a hot world, not quite as hot as the real Venus, but still, its position closer to the Sun means it is a hot world, so the most habitable continent on it is one that is close to the Pole, and within easy reach of one of the semi permanent swirling vortexes. the gate opens when a living creature comes near, thus mere probes do not activate it, it is an extra planar gate, the universe on the other side is coterminous and shares geological features in common with our universe, and that extends to the planet Venus itself. Legendary Venus has oceans, a breathable atmosphere and cooler temperatures facilitated by the perpetual cloud layer. People on Venus rarely ever see a blue sky. Because of the nearly 100% cloud cover Legendary Venus has no deserts, The entire planet is tropical and hotter, the only exception to this is high on the mountain tops of the Maxwell mountain range, permanent ice sheets form on the summits of these high mountains. Venus experiences no seasons, it has very little axial tilt, so things either stay hot throughout the year or they stay cold on top of a mountain, unless it is a volcano and it erupts, other than that, ice slides down mountain sides due to accumulating pressure from snowfall on top, the ice melts when it reaches lower altitudes and the melt water feeds into streams and rivers.
 

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