Kronos's d20 Stuff

kronos182

Adventurer
Grapine
TheGrapine is a guard creature developed with genes from a tiger and a porcupine.Its stripes of dark burnt orange and black or brown provide excellentcamouflage in the tall grass which is its preferred habitat, and itsrazor-sharp spines, almost as hard as steel, are used to devastating effectagainst its prey .
TheGrapine strikes from cover and pounces on its prey. It attempts to grapple andto drag its prey to the ground, where its spines can finish the job. Becausethere are many creatures much easier to find and kill, the Grapine does nothave many natural predators, so it has a tendency to overwhelm all creaturesindigenous to an area.

Grapineswere created by Life Sciences to create a guard animal which would work well ingrasslands. The grapines have seen use in Africa, Australia and a few planetswith large plains, used to protect scientists, mercenaries and even in smallstrike forces as they help alert them to wild animals and other enemies thatmight be detected by normal means.
Grapinesare restricted products that require a permit costing PDC 19 for up to 4grapines. Permits for larger numbers are available, but cost more. An adultgrapine costs PDC 24, and will live for 20 +2d4 years after reaching maturity,which takes 3 years. Grapine can breed true, and can be sold in pairs formating purposes to help create a larger pool of guard animals on colonyworlds.
SpeciesTraits
Spines: During a grapple, a Grapineautomatically hits with 1d4 spines, and the spines do 1d4 +1 damage each.
Improved Grab: If a Grapine hits with itsbite attack, it may initiate a grapple attempt (Grapple bonus +12) as a freeaction without provoking an attack of opportunity.
Pounce: If a Grapine charges into combat,it can make a full round attack, including its rake attack.
Rake: If the Grapine has successfullyinitiated a grab, it may make a rake attack with its hind legs (+9 to hit). TheGrapine may also make a rake attack in any round during which it uses a pouncemaneuver.
Skill bonus: When hiding in tall grass,the Grapine gains a bonus +5 to its Hide check.
Grapine: CR 7; Large Animal; HD 9d8 +18;hp 60; Mas 17; Init +3; Spd 40 ft.; Defense 18 (+2 Dex, +7 natural, -1 size);BAB +6; Grap +13; Atk +9 melee (1d8 + 3, bite), or +6 melee (2d6 + 2, claw);Full Atk +9 melee (1d8 + 3); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Spines; ALnone; SV Fort +6, Ref +7, Will +1; AP 0; Rep 0;
Str 16,Dex 17, Con 15, Int 3, Wis 9, Cha 7.
Skills:Listen +2, Move Silently +6, Hide +7.
Feats:None.
Advancement:11-15 HD (Huge).






WrinkledBattle Dog

LifeSciences, after the success of the Grapine, began work on another guardanimal type creature that people would be a bit more comfortable around.They look like strongly built cross between pit bulls and pugs, with farlarger mouths, and their body is covered in folds of skin. The folds helpkeep it warm in cooler environments and oddly also cool in warm ones. Thefolds also pull away from the muscle and bones to help prevent damage.This allows the animal to fight longer and suffer less injuries in itsrole of a guard. Wrinkled battle dogs are breed and engineered to beloyal and obedient, and work well in packs. Their smaller size allowsthem to maneuver able easily, plus combined with their high speed makes asmall pack quite deadly.
It hasbeen observed by Life Sciences staff that Wrinkled battle dogs aresubservient to Grapines, which become pack leaders. A pack of Wrinkledbattle dogs with a Grapine usually attack with having the faster battledogs harassing and attempting to herd the target into a more favourableposition for the Grapine to pounce, with a few battle dogs waiting alongwith it, then the whole pack attacks as one.
Wrinkledbattle dogs only eat about 20% more than regular dogs, but have greaterstamina, and usually sell for only twice as much as pure breeds of thesame size.

WrinkledBattle Dog
Type:Animal
Size:Small
CR: 1
HitPoints: 2d8+4 (13 hp)
Mas: 15
Init: +4(Dex)
Speed: 45ft
Defense:19 (+1 size +4 natural +4 Dex)
BAB/Grap:+1/-2
Attack:Bite +4 melee (1d8+1)
FS/Reach:5 ft by 5 ft/5 ft
SpecialAttacks: Lockjaw
SpecialQualities: Loose-skinned, low light vision
Allegiances:
Saves:Fort +5, Ref +7, Will +0
ActionPoints:
Reputation:
Abilities:Str 13, Dex 18, Con 15, Int 2, Wis 10, Cha 5
Skills:Listen +6, Spot +6
Feats:Dodge, Improved Bull Rush, Mobility
Possessions:
Advancement:1-3 HD (Small)

Combat:
TheWrinkled battle dog relies mainly on its power and speed in combat. Injuries do not bother it overly much. They typically initiate combat with a bull rush and use their mobility to disengage and rush again if this proves effective against their opponent. Whenever it scores a solid blow with a bite, the wrinkled battle dog locks its jaws and attempts tooutlast its opponent.

Lockjaw(Ex): When a wrinkled battle dog scores a hit with its teeth, it has theoption of locking its extremely powerful jaws onto its victim. It losesits Dexterity bonus to Defense, but each round thereafter it does bitedamage automatically.

Loose-skinned(Ex): Because of its loose skin, the wrinkled battle dog sustains only halfdamage from piercing and ballistic weapons.






BlackHarvester

The creature is a scorpion, as wide as a human and half again as high, withmetal-tipped claws and stinger. The carapace gleams in any available light; indarkness, the luminescent slime oozing from the mouth on its belly is clearlyvisible.

This creature was commissioned for Life Sciences to create a creature that wasable to aid a race that was fighting another race that used extensive use ofcybernetics. The cybernetic race could easily replace their wounded by scavengingthe cybernetics from the fallen and implanting them in new recruits. So thecommissioner wanted a way to remove the cybernetics from the equation. LifeSciences presented the black harvester which performed quite well.
A black harvester is a giant scorpion, about 10 feet long and 6 feet wide. Itscarapace is a dark red in colour, sometimes deepening to a bruised blacklightening to a sickly green. Its pincers and tail stinger gleam with flakes oforganic metal, and a slightly bioluminescent slime drips from the smalltrapdoor mouth on its underbelly.

Black harvesters are carnivores, but their main source of sustenance is notanimal flesh, but cybernetic technology. Special organs inside the creaturebreak cybernetic devices down into component parts, then dissolves those partsinto nutrients that feed the harvester. Other special organs sense the chemicaland energy signatures from cybernetic technology interaction with organicmatter, allowing it to smell cybernetic devices in its vicinity. Another organallows it to shut down those devices with a specialized energy pulse. Thisleaves users of cybernetic implants stunned and in pain for several minutes,during which the black harvester rips them apart for its sweet cyberneticprey.
A black harvester's digestive system courses with immuno-suppressant hormonesthat break down any implants it devours. These immuno-suppressants can bedrained and preserved with care for use in cybernetic implantation process,oddly enough.
Gathering immuno-suppressants from a dead black harvester requires a DC 15Knowledge (Earth and Life Sciences) check and takes 15 minutes. The check mustbe attempted within 1 hour of the creature's death, or the organs will haveputrefied into uselessness. The character obtains one dose ofimmuno-suppressant on a successful check, plus an additional dose for every 2points by which the result exceeded the check DC (to a maximum number of dosesequal to the creature's hit dice).

Life Sciences warns not to unleash black harvesters into a conflict area whereone has users with cybernetic devices. A black harvester has a PDC of 20. Ablack harvester can live up to 20 years. If a mating pair are purchased, up to1d6+2 eggs can be laid once every 9 months, which take about 4 months to hatch.A young black harvester takes about 1 year to reach full size after it moltsabout 3 or 4 times.

Black Harvester
Type: Vermin
Size: Large
CR: 6
Hit Points: 6d8+12 (39 hp)
Mas: 20
Init: +1
Speed: 30 ft
Defense: 17 (+1 Dex, +7 natural -1 size) touch 10, flat-footed 16
BAB/Grp: +4/+12
FS/Reach: 10 ft / 10 ft
Attacks: 2 Claws +7 melee (1d6+4), tail stinger +2 melee (1d8+2 plus poison)
Special Attacks: Cybernetic disruption
Special Qualities: Cybernetic digestion, poison, resistance to massive damage,sense cybernetics
Allegiances:
Saves: Fort +7, Reflex +3, Will +2
Reputation:
Abilities: Str 18, Dex 12, Con 15, Int 1, Wis 10, Cha 10
Skills: Hide -1, Listen +2, Move Silently +3, Spot +7
Feats: Dodge, Skill Focus: Hide, Skill Focus: Move Silently
Possessions:
Advancement: 7-8 HD (Large), 9-10 HD (Huge)

Combat
The black harvester pays attention to organisms lacking cybernetics only whenit's very hungry and can't find any of its favoured food supplies. Then itapplies the same tactics it does most of the time when hunting sources ofcybernetics: once its senses detect biotech, it tries to sneak up as close aspossible, disrupt the biotech in its targets, and charge in to use its stingerand then its claws. If the target remains capable of active resistance after 6rounds, the black harvester usually withdraws to prepare anotherambush.

Cybernetic Digestion (Ex): A black draws nutrients and strength from any graftor implant that it eats. Eating a piece of cyberware requires a move action andattracts attacks of opportunity. For the next 5 rounds after eating a piece ofcyberware, the creature gains fast healing 1, +5 feet of movement and a +2circumstance bonus on all attack and damage rolls.

Cybernetic Disruption (Ex): Once every 1d4 rounds, a black harvester may createan electromagnetic pulse that disrupts the workings of cybernetic grafts andimplants within 30 feet. This is an attack option. Devices that are not in useare automatically disrupted. If the item is in use, the user can make a DC 13Fortitude save to allow the device to keep functioning. If the user hasmultiple grafts or implants, he must make a save for each. Affected cyberneticdevices become non-functional for 1d6 minutes. If an implant is disrupted,though, the user is disoriented and wracked with pain; the character must makea DC 13 Fortitude save or be stunned for a number of rounds equal to the numberof implants that have shut down, after which the character is left shaken foran additional 1d6 rounds.

Poison (Ex): The black harvester's tail stinger contains a powerful venom. Anycharacter damaged by the stinger must make a DC 19 Fortitude save or take 1d4points of temporary Strength damage; a second Fortitude save must be made oneminute later to avoid another 1d4 points of temporary Strength damage.

Sense Cybernetic (Ex): A black harvester can smell cybernetic grafts andimplants even when those implants are inside a living being. It can detect anycybernetic device within 200 feet with a successful Spot check (made againstthe Hide check result of the device's user, or DC 15 for unattendeddevices).

Immuno-Suppressant:
When harvested from a black harvester, this solution reduces recovery time forcybernetic implantation by one third, and the DCs by 2. One dose has a PDC of14.
 

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kronos182

Adventurer
Darter OrganicRocket Launcher

Commissioned to produce some heavy weapons for a colony where high technologysuffered from high solar radiation and EM fields, Life Sciences went to workproducing a man portable organic rocket system that would renew its ammunitionsupply. The launcher itself is a large bone tube with a handle and soft spongymaterial for a shoulder rest. Behind where the shoulder rest is a bone platedbulge about a foot wide, a foot long and hangs down about two feet. On the sideis what appears to be a smaller bone covered tube which ends in an eye likeobject, which includes eye lids to protect the eye when not in use. This is theoptic sights, which includes night vision.
A set of four insect legs, usually folded against the primary tube can extendto allow the user to have greater support while in a prone position, but alsoallow the weapon to move about in a holding pen. The mouth is covered by anarmoured plate under the bulge. The darter requires to be feed a diet ofvarious minerals and some organic matter. It has a primary lithorvore, eatingdirt, stones and the like, and grazing on grass for the little organic matterit needs.
The weapon creates small rockets made of bone, propelled by an organic explosivechemical, which also provides the explosive power behind the warhead. Thelauncher will hold 6 rockets and takes about an hour to produce a new rocket.
However, the weapon can be feed a high concentrated energy bar which will allowit to rapidly produce six rockets, in about a minute (10 seconds to make arocket), but after they have been used, the weapon will need to rest for abouttwo hours as its metabolism is put into overdrive.
The darter has a lifespan of about 30 years, as long as it gets feed regularly,about every two or three days when not in use.
Can be combined with a chirp communicator to be used as a type of IFF systemand allowed to roam on its own and can attack targets on its own as a remoteweapons system. Its crude intelligence won't allow it to distinguish differentpriority targets unless commanded to attack enemy targets over a certain size.
Some colonies will leash or pen several darters along walls made of rock anddirt with orders to attack only large creatures or objects if they don'tpossess the proper IFFs.

Darter Organic Rocket Launcher (PL 6/7)
Damage: 6d6, 30 ft radius
Critical: 20
Damage Type: half fire half slashing
Reflex DC: 18
Range Increment: 130 ft
Rate of Fire: semi
Size: large
Weight: 24
Ammo: 6 internal
Purchase DC: 21 (Res +2), energy bars are PDC 15 for box of 3 bars.
Notes: Has integrated night vision, with included chirp (sold separately), canbe used as a remote weapon system. Has speed of 10 ft, ranged attack bonus of+3, and a Climb skill of +2.






BoneSpitter

Commissioned by the same colony that requested the Darter, Life Sciences hasproduced an organic projectile firearm. The weapon looks like a bullpup stylerifle covered in segmented chitin. The barrel is lined with powerful muscleswhich expel an extremely sharp shard of bone with enough force to equal mostballistic rifles. The rifle has a lithorvore metabolism and eats dirt, mineralsand earth to sustain itself and produce its ammunition. It has a chitin coveredmouth on the underside of the stock. The bone spitter regenerates its stock ofbone shards at a rate of one shard every thirty minutes. Special high energyand mineral heavy bars are available which force the bone spitter to quicklyreplenish its internal supply of bone shards the following round. It can beforced to do this three times before it must rest for 5 hours due to thestrain. Bone Spitters live for about 50 years.

Bone Spitter (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 19-20
Damage Type: Piercing
Range Increment: 75 ft
Rate of Fire: S, A
Size: Large
Weight: 13 lb
Ammo: 30 internal
Purchase DC: 18 (Lic +1), energy bars are PDC 10 for box of 10.
Notes: Can be fitted with an organic scope which is a tube with what appears tohave an eye on one end which makes it an organic equivalent to a 10x scope. Thescope has a PDC of 9 if bought separately.






AcidDarter

Expanding upon the work done with the Darter rocket launcher and bone spitterrifle, Life Sciences created the acid darter. Based upon the cone snail, thislarge slug looking creature has a powerful muscular tube to launch acid tippedbarbs. This creature is a symbiotic creature, feeding off the blood of a hostto stay alive and to create it's ammunition. Placed on the arm, it connects tothe host's nervous system through a series of small hooks. To fire a simplemuscle reflex with the thought to fire as the neural impulse is read by theacid darter, combined with the muscle reflex acts as a type of safety toprevent any accidental firing.

Host Type: Humanoids, monstrous humanoids.
Location: Arm or similar appendage
Size: Tiny
Weight: 1 lbs
Hit Points: An unattached Acid Darter has 2 hit points
Average Life Span: Unattached has a lifespan of 10 years. Attached lives up to60 years.
Attaching: Attaching an acid darter is simple, place it on the host's arm,requiring the host to remain motionless for about five minutes.
Benefits: The host gains a ranged attack through the use of the acid darter. Asa standard attack, the host can shoot an acid tipped barb dealing 1d4 points ofpiercing damage, critical 20x2, plus 1d4points of acid damage, dealing an additional point of acid damage the followinground, with a range increment of 30 feet. The acid darter holds 15 barbs,replenishing new barbs at a rate of 1 barb every hour of inactivity.
Note: The barbs have a 50% chance of breaking upon striking a target. Firedbarbs that don't break can be collected and make excellent throwing knives witha range increment of 15 feet, dealing 1d4 points of damage, critical 20x2. Theacid is neutralized on the used barbs after about 5 rounds making it safe topick up.
 

kronos182

Adventurer
Synthhare

The synthhare is a symbiotic creature created by Life Sciences. It resembles a mass of hair-like fibers and thicker tendrils that attach to the back of the head, neck and upper spine using hundreds of little tendrils that dig into the skin and attach to the user's nervous system. The symbiote has a latent camouflage ability, much like a chameleon, changing its colour to that of the host's natural hair colour.
Synthhare feeds off small amount of blood from its host, but also occasionally catches small flying insects that fly nearby within reach of its tendrils. It makes a very effective insect repellent, or protection rather, as it will catch and eat such pests. The thick mass of symbiote tissue is drapped down the host's back providing some padding and protection to the host. The tendrils also serve as a form of motion detection, and can extend to deliver an attack in melee attack, aiding in protecting the host, especially from attackers coming in from behind or sides. The synthhare also provides some mental reinforcement to its host, with some of its tendrils connected to the host's nervous system, partially shielding the host from malign mental presences or other effects that attack the mind.
Some of the downsides of the synthhare symbiote is the necessity of the host to cultivate the appearance of having very long hair, can not cut or trim it for disguise purposes. Also makes fitting helmets can be a problem, and the tendency of the tendrils to sometimes emerge and move on their own, giving the impression of the host's big hairdo writhering and wriggling on its own. Although with some force of will, can keep the symbiote still when necessary.

Host Type: Humanoids, monstrous humanoids.
Location: Back of the head, neck and upper spine.
Size: Small
Weight: 5 lbs
Hit Points: An unattached synthhare has 6 hit points.
Average Life Span: 50 years
Attaching: The synthhare is simple to attach, placing it against the back of the head and neck. It takes about 5 minutes for it to dig its tendrils into the host. During this time the host is considered immobile and will be fatigued for 1d4 hours afterwards as their body adjusts to the symbiote and the new sensory input from it.
Benefits: Host gains the benefit of a motion detector. Able to detect movement up to 50 feet away, even through walls. The synthhare also makes it so the host can no longer be flanked or surprised, so retains Dex modifier to Defense and isn't considered flatfooted as long as awake. Also while asleep, the synthhare allows the host to make 'Spot' checks due to the motion detection ability to anyone trying to sneak up on the host.
Tendrils: The synthhare has 8 tendrils that can extend up to 12 feet, dealing 1d4 points of bludgeoning damage. It usually only makes 4 attacks at +2 melee. The other 4 tendrils are usually used in defense, granting a +2 Deflection bonus to Defense.
The synthhare grants the host a +2 bonus to Will saves against any mental effect, including fear, intimidation, hypnosis and illusions.
PDC: 31




“Spider” Battle Harness
As sales and use of bio-weapons increases, Life Sciences wanted a way to make them even more useful with a personal accessory. The spider harness looks similar to a large, well armoured spider body, only without a head and thorax, and 8 armoured legs. The harness holds up to six biolaser batteries, recharging one per hour by channeling light and heat absorbed through its photo- and thermosynthetic outer membrane. (The harness nourishes itself using the same process.) You gain a +2 natural armor bonus while wearing the spider from the set of eight articulated spines that extend from the enamel chassis and clasp you around the shoulders and ribs for additional support.
The harness has the ability to bond, even temporarily, with the wearer. To make the bond, the wearer must open a small covering near the top, which releases a set of four thin tendrils. This tendrils dig into the user's neck, attaching to the nervous system. When bonded the user gains a +2 competence bonus on Balance and Climb checks and on Tumble checks that involve falling. The user must have an Exotic Weapon Proficiency (Spider Battle Harness) feat to attack without penalty with 4 of the spines; they have a 10-foot reach and may also be used against adjacent foes. The spines can also be used for defense in melee, deflecting attacks. The bond can be broken easily by willing it off (Concentration check DC 11).
When bonded, the spines use the user's base attack bonus -4 for when the user makes attacks with them, or when set for defense, for up to 2 free attacks of opportunity that opponents might provoke. The spines can provide a +2 Deflection bonus to Defense against melee attacks, but can not be used to attack with. The two free attacks of opportunities do not count against this.
Spines (4) 1d6, piercing, 20x2, 10 ft reach.
Weight: 20 lbs
PDC: 23 Lic (+1)
Spider battle harness has a lifespan of about 30 years.




Ajni Artillery Bird
The ajni artillery birds look like large peacocks, designed to act as independent drone artillery support, scouts and perimeter defense. They are often sent into the field alone, in small groups to control an area, or in support of a small strike team. They aren't very big, but pack an impressive amount of fire power for their size, making them favourites for infiltration teams who want a little reassuring backup. Because they sometimes work alone, or as support for strike teams, Anjis are given a high degree of intelligence and an incredible mathematical reasoning capability. They are at their deadliest when working in conjunction with a forward observer to relay coordinates.
The Anji are large peacocks with broad, flat shovel-like beaks. Their bodies are covered with lustrous, mineral-like feathers, like coloured mica, and their impressive tail feathers look like a fan of thin, but strong, iridescent, crystalline shards filled with a shimmering liquid. Almost like an incredibly thin lava-lamp. These 'tail feathers' are actually feather shaped crystalline rockets filled with plasma that explode on impact, spraying the target with shards and plasma. They are extremely accurate when firing their rockets, capable of delivering firepower directly on target if receiving information via a radio signals in the form of their built in chirp bio-radio. Otherwise they rely on their own assessment of the situation and fire at will.
Anji are engineered as lithovores so they can operate independently for longer periods of time (no shortage of food) and to better grow their crystal-plasma rockets. Weak hand to hand combatants, they rely on speed to extract themselves from close quarter battles and turn their plasma rockets to bear on the enemy. They prefer to fight from cover, laying down a massive volley of rockets rather than speed into combat.
Through the use of the built in chirp bio-radio, the Anji can receive orders, and can limitedly communicate back, with its natural sounds, similar to an actual peacock's being translated into simple words, such as danger, enemy (with coordinate location given) sighted, all clear, wounded, unable to attack. Some users who work with Anjis extensively have learned to understand the Anji's natural sounds and some have been trained to imitate some words, similar to a parrot, but not as well.
Anjis can live 25 years, reaching full maturity in 2 years. At one year they only have 20 crystalline plasma rockets that deal half damage and half the range. Many places that use Anji will put young Anji on perimeter patrol with older ones to aid in their training and giving the youths experience. Anjis can lay up to 6 eggs (1d6) once every 10 months.

Anji Artillery Bird
Type: Animal, augmented
Size: Medium
CR: 3
Hit Points: 3d8
Mas: 13
Init: +3
Speed: 40 ft, burrow 20 ft
Defense: +3 Dex
BAB/Grp: +2/+2
FS/Reach: 5 ft/ 5 ft
Attacks: +6 ranged Crystalline Plasma Rockets, +4 melee beak (1d6), -1 melee claw (1d4)
Special Attacks: Barrage, Crystal Feather Launchers
Special Qualities: Enhanced Vision, All-Round Vision, low-light vision
Allegiances: Owner
Saves: Fort +4, Reflex +6, Will +1
Reputation:
Abilities: Str 10, Dex 16, Con 13, Int 12, Wis 10, Cha 11
Skills: Hide +6, Listen +6, Move Silently +5, Search +6, Spot +5, Survival +2
Feats: Run
Possessions:
Advancement: 2-4 HD (Medium), 5-6 (Large)

Racial Skill Bonus: Listen +3, Search +2, Spot +3, Run feat (Included in stat block).

Crystalline Plasma Rockets
The tail feathers of the Anji are actually organic crystalline plasma rockets. The rockets actually have a neurological bundle encased within the crystal, making them a type of smart missile, and programmable with what the Anji wishes to strike. If the missile miss initially, it can make another attack the following round, but only at a + bonus before it runs out of fuel. The rockets have a range increment of 200 feet. There are 40 plasma rockets that make up the tail, and a new rocket can be regrown in 1d6 hours each, after the Anji eats. The rockets do 2d10 slashing damage to a 20 foot radius (Reflex DC 15 for half) and 5d6 fire damage to a 30 foot radius (Reflex DC 16 for half), and the plasma continues to burn for 1d4 rounds, each round dealing 3d6 fire damage.

Crystal Feather Launchers
The Anji can launch volleys of small, sharp, mineral rich feathers at opponents, capable of slicing through metal armour. These feathers can be recovered and used later as throwing blades, or used to construct bladed weapons. These feathers are launched in a 20 foot burst, dealing 2d6 slashing damage (Reflex DC 15 for half). Anjis can do this 20 times a day before they run out of enough feathers, which regrow after feeding and 8 hours rest.
Also if anyone grabs the Anji, they will suffer 2d6 slashing damage from the sharp feathers, even if the Anji has used up all its uses of the crystal feather launcher

All-Round Vision (Ex)
The eyes of the Anji are placed on the sides of the head to allow it almost complete 360 degree vision, making it nearly impossible to sneak up on one. Anji's can not be flanked, nor lose their Dexterity bonus to Defense to similar conditions.

Enhanced Vision (Ex)
The eyes of the Anji are designed to spot a target at an incredible range, allowing to target then fire its rockets accurately. Anji can make Search checks at a distance of 100 feet instead of the normal 10 feet, and their Spot checks suffer only a -1 for every 100 feet instead of the normal -1 for every 10 feet. However, anything within 20 feet, the Anji suffers a -2 to Spot checks.

Enhanced Intelligence
Although the brain of the Anji has been greatly enhanced, mostly in the area of mathematics and interpreting coordinates for firing solutions, it is still considered an animal in every other way. The Anji can add it's Intelligence bonus to ranged attacks with its crystalline plasma rockets. Can also make indirect attacks when given coordinates from a spotter with only half penalties.

Barrage
The Anji can launch 10 rockets with this attack. They target a 5 ft square, with only a +/- bonus to attack, dealing 4d10 slashing (Reflex DC 19 for half) to a 50 foot radius and 7d6 fire damage (Reflex DC 20 for half) to a 70 foot radius. The plasma continues to burn for 1d4+1 rounds. Barrage can only be done if there are at least 10 crystalline plasma rockets left.
 

kronos182

Adventurer
Paragon Corp.
Paragon Corp is a company that deals with high tech systems, from weapons, armour, sensors and other technologies, and combines them into gadgets, suits and vehicles that resemble fictional ones, such as from comic books, movies and novels. They also have some biological enhancements available, but technological enhancements are more their specialty. Paragon caters more to mercenaries, private militias, adventurers, vigilantes and even criminals. Having a 'don't ask, don't tell' policy, along with also allowing a client to pay a premium fee to have no other clients using the same exact designs as theirs. Although Paragon has a loophole policy to allow them to circumvent this slightly, without breaching the promise to the paying clients. They simply redesign the technology or device, or use another method of getting similar effect. Although they never sell aesthetic designs to multiply clients if they pay the premium for exclusivity of the design.
Paragon Corp is well known for some of its unique designs and use of technology to make what many would consider gimmicky devices, but many of these devices are well coveted by those wanting unique or easily disguised items.
Paragon doesn't have any planetary facilities that anyone knows about. There are several ships that they use as mobile stores, where they can also assemble many products, except products that are on the scale of capital ships of larger than corvette classes.

Juggernaut Suit
The juggernaut is based on the fictional character Juggernaut, an unstoppable force in motion. Using experimental technology designed for construction equipment, heavy armour and enhanced servos, the juggernaut is a heavy suit of power armour that is well armoured, survives significant damage, and above all, keeps moving, albeit not quickly. Making use of gravity anchors for stability and making the armour difficult to be lifted or knocked over, and an experimental inertial field generator is installed. The inertial field generator takes what inertia the suit generates and magnifies it, but also reduces the inertia of something attempting to strike the armour. The concept behind the inertia field generator was originally to increase the kinetic energy of a bulldozer by increasing the inertia without having to increase the weight, allowing it to move more weight for less power.
The juggernaut uses this ability to keep moving through obstacles and barriers. The armour is fairly bulky and well reinforced, standing a good 8.5 feet, and is wide, with thick arms and legs. Paragon Corp has only produced a handful of these suits
Juggernaut Suit (PL7/8)
Type: Powered Armour
Equipment Bonus: +10
Nonprof. Bonus: +4
Str Bonus: +6
Nonprof Str Bonus: +3
Max Dex: 0
Armour Penalty: -6
Speed (30 ft): 20 ft
Weight: 400 lbs
Purchase DC: 56
Restriction: Illegal/Extremely Rare +6
Accessories: HUD projected on visor with voice activation and attached keyboard on left arm under armoured plate, GPS, motion sensors, military radio, environmentally sealed, 2 hour oxygen supply, air filters, EMP and NBC shielding, blackout goggles, cellular phone with signal jumper (DC +10 to trace signal), water container with internal access (holds 2 days worth of water), digital audio/video recorder, PDA style computer (tied to comm systems and other suit systems), digital binocular in visor, two armoured storage compartments can hold up to medium size object each, weighing no more than 30 lbs. All systems tied to HUD for display and diagnostics.
Notes: Acts as Large size for grapple checks and bull rushes adding +4 size bonus. Deals 2d6 damage on a bull rush or overrun. Plated fits deal 1d8 + Str bludgeoning slam, considered armed, suit grants DR 10. When making an unarmed melee attack or ramming against inanimate objects or vehicles, ignores 10 points of hardness/DR. Physical attacks against the suit are reduced by half as they pass through the inertia field. This includes melee weapons, ballistic weapons, rockets, missiles, grenades that deal concussive, slashing and explosives. Can smash through barriers in a bull rush or over run attempt without stopping if ability to ignore hardness/DR is equal or greater than barriers, and has enough movement to continue moving, provided deals enough damage to overcome thickness of barrier. If barrier's hardness/DR is greater, or doesn't deal enough damage to break through, next round if the user strikes the barrier again, completely ignores any hardness/DR as barrier's integrity is already compromised. Suit does not count towards user's carrying capacity, can lift and drag 4 times carrying capacity and considered 1 size larger (total of 6 times normal carrying capacity), and heavy load is considered medium, medium considered light. Any time the user would need to make a Strength related check, such as grapple, bull rush, overrun or opposed Str check as well as melee attacks, and the user moves, add +2 for every 10 feet of speed to the check and any damage. So when charging at x2 speed, for a total of 40 ft, gains +8 to the check plus to any damage dealt.




AdventurerMk1
The Adventurer mk1 is Paragon's 'basic' power armour sold for explorers,mercenaries, militias and adventurers. Paragon packed enough basic gear intothese suits that the average explorer or adventurer has what they need althoughupgrading to a higher level suit is always better. Although only a micro-assistsuit, it does keep cost and weight down, which is used for all the extras thatis shoehorned under the armour plating. The suit looks like a slightly moreboxy suit of full plate armour from medieval times, only updated with currenttechnology and with the various pieces of equipment somewhat exposed fromrecessed ports. The visor is made of two parts, an armoured glass portion whichhas the HUD can slide up out of the way so the person can interact morepersonally. When combat is expected, an armoured panel slides down over theglass visor, completing the armoured knight look.
Mounted on the right arm is a microtorch and a stun baton built into theknuckles, while a grappler tag with 100 ft of duracable mounted on the leftarm. There is a grappler tag with 200 ft of duracable built into the back toallow for hands free ascent or descent, which will allow for the arm unit to befree to extend reach by another 300 ft or attaching to something else.Integrated climbing equipment is also built into the arms and legs. A sootherpulse helps keep animals at bay, while a body function/health-alert system tiedinto an advanced medkit and 3 doses of antitox, neutrad and sporekill to aidthe user in case of injury or poisoning. For adverse environments, the suit hasa gas mask, environmental seal with 3 hours of air, and an aquaconverter forunderwater operations along with the suit's neutral buoyancy design. Externalair tanks can be added to extend the air supply. The computer system hasrecorders that'll handle up to 7 days worth of data collection plus anyinformation the user might download to the computer system. For other survivalgear, a mesh vest with dozens of pockets and hooks for attaching gear, plus aleft shoulder mounted flood light, digital binoculars and magnifying glass fordistance or up close viewing. Mounted in each leg is an armoured compartmentand one in the back to hold more sensitive cargo or gear. The legs haveenhanced servos which do increase the user's speed, but also enhance the user'sjumping ability.

Adventurer mk1 (PL6)
Type: Micro-Assist Power armour
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +2
Nonprof Str Bonus: +2
Max Dex: +4
Armour Penalty: -3
Speed (30 ft): 40 ft
Weight: 150 lbs
Purchase DC: 31
Restriction: None
Accessories: HUD (tied to all sensors, computer and other equipment),nanobeacon, blackout goggles, integrated survival suit (d20 future pg 69),integrated card computer with wireless connection, integrated advanced medkit,motion sensor, cellphone, professional radio, universal communicator,microtorch right arm, two grappler tags with duracable, 1 in left arm with 100ft, one mounted in back with 200 ft, soother pulse, integrated stun baton onright hand (designed into knuckles), environmentally sealed (3 hours lifesupport), aquaconverter, AV recorder, body function monitor/health-alert(monitors user's bodily functions and reports to command center, will alsoadminister drugs as needed and medkit), autoinjector containing 3 doses ofantitox, neutrad and sporekill each, mesh vest, integrated climbing gear, flashgoggles, shoulder mounted search light (200 ft range), gas mask, digitalbinoculars, digital magnifier, three cargo containers (one on each leg (20 lbssmall object each), one on lower back (up to medium object 30 lbs)), neutralbuoyancy, external speakers and mics, enhanced leg servos.
Notes: +2 climb, 60 ft darkvision, Spot checks suffer -1 at 30 ft instead ofnormal 10 ft, Str considered +2 for purposes of carrying capacity, sense motion100 ft, +2 Fort against contaminated air before environmental seal kicks in,breathe underwater, enhanced leg servos provide +4 to jump checks (jumpingheight and distance not limited by character height) and double time beforeuser needs to make Fort save for extended or forced marching. Also functions asa survival suit but has duration of 12 hours.




AdventurerMk2
The Adventurer mk2 is Paragon's upgraded version of the original Adventurerarmour. Although only a micro-assist suit, it does keep cost and weight down,which is used for all the extras that is shoehorned under the armour plating.The suit looks like a slightly more boxy suit of full plate armour frommedieval times, only updated with current technology and with the variouspieces of equipment somewhat exposed from recessed ports. The visor is made oftwo parts, an armoured glass portion which has the HUD can slide up out of theway so the person can interact more personally. When combat is expected, anarmoured panel slides down over the glass visor, completing the armoured knightlook.
Mounted on the right arm is a microtorch and a stun baton built into theknuckles, while a grappler tag with 100 ft of duracable mounted on the leftarm. There is a grappler tag with 200 ft of duracable built into the back toallow for hands free ascent or descent, which will allow for the arm unit to befree to extend reach by another 300 ft or attaching to something else.Integrated climbing equipment is also built into the arms and legs. A sootherpulse helps keep animals at bay, while a body function/health-alert system tiedinto an advanced medkit and 4 doses of antitox, neutrad and sporekill to aidthe user in case of injury or poisoning. For adverse environments, the suit hasa gas mask, environmental seal with 4 hours of air, and an aquaconverter forunderwater operations along with the suit's neutral buoyancy design. Externalair tanks can be added to extend the air supply. The computer system hasrecorders that'll handle up to 7 days worth of data collection plus anyinformation the user might download to the computer system. For other survivalgear, a mesh vest with dozens of pockets and hooks for attaching gear, plus aleft shoulder mounted flood light, digital binoculars and magnifying glass fordistance or up close viewing. Mounted in each leg is an armoured compartmentand one in the back to hold more sensitive cargo or gear. The legs haveenhanced servos which do increase the user's speed, but also enhance the user'sjumping ability. In addition to the original systems of the mk1, the mk2 alsohas a few built in weapons that was developed for the Steel Armour, giving theAdventurer mk2 far more versatility and survivability with the ability todefend itself. The left hand contains a beam/pulse weapon system, while theright arm has a retractable high frequency blade. Along the forearms, shins andalong the spine several small blades can be deployed which can be used againstgrappling opponents and can also be used to slow one's decent if falling down ahill and further aid in climbing. The legs also contain enhanced motivators forjumping. The entire suit is also coated in a chemically inert substance whichneutralizes any acidic or other corrosive materials, in the event of beingswallowed by large creatures, or environments with highly acidic atmospheres.All the sensors have enhanced range over the mk1, and includes mini geocomp,electricomp and mechanicomp sensors, and a miniature toolkit (functions as abasic electrical and mechanical tool kits)

Adventurer mk2 (PL6)
Type: Micro-Assist Power armour
Equipment Bonus: +4
Nonprof. Bonus: +1
Str Bonus: +2
Nonprof Str Bonus: +2
Max Dex: +4
Armour Penalty: -3
Speed (30 ft): 40 ft
Weight: 175 lbs
Purchase DC: 32
Restriction: None
Accessories: HUD (tied to all sensors, computer and other equipment),nanobeacon, blackout goggles, integrated survival suit (d20 future pg 69),integrated card computer with wireless connection, integrated advanced medkit,motion sensor, cellphone, professional radio, universal communicator,microtorch right arm, two grappler tags with duracable, 1 in left arm with 100ft, one mounted in back with 200 ft, soother pulse, integrated stun baton onright hand (designed into knuckles), environmentally sealed (4 hours life support),aquaconverter, AV recorder, body function monitor/health-alert (monitors user'sbodily functions and reports to command center, will also administer drugs asneeded and medkit), autoinjector containing 4 doses of antitox, neutrad andsporekill each, mesh vest, integrated climbing gear, flash goggles, shouldermounted search light (200 ft range), gas mask, digital binoculars, digitalmagnifier, three cargo containers (one on each leg (20 lbs small object each),one on lower back (up to medium object 30 lbs)), neutral buoyancy, externalspeakers and mics, enhanced leg servos, deployable spikes, retractable highfrequency sword right arm, beam/pulse weapon left hand, chemically inertcoating, miniature geo-, electri-mechani-comp sensors, miniature toolkit(functions as basic electrical and mechanical tool kits mounted in botharms.
Notes: +2 climb +3 with spikes deployed, 70 ft darkvision, Spot checks suffer-1 at 30 ft instead of normal 10 ft, Str considered +2 for purposes of carryingcapacity, sense motion 125 ft, +2 Fort against contaminated air beforeenvironmental seal kicks in, breathe underwater, enhanced leg servos provide +6to jump checks (jumping height and distance not limited by character height)and double time before user needs to make Fort save for extended or forcedmarching. Also functions as a survival suit but has duration of 24 hours,immunity to acid, +2 to Balance or Reflex checks to slow a fall when spikesdeployed, when spikes deployed opponents grappling the user take 1d4 points ofdamage, +2 to Search for electrical or mechanical devices, +1 toRepair.

Beam/Pulse Weapon
Built into the left palm is a beam pulse weapon that can be used as a laserrifle (3d8, 20, fire, 100 ft, s) or a plasma carbine (3d10, 20, fire, 50 ft,s/a), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 15). This weaponhas 50 charges, which replenishes at a rate of 1 charge for every minute ofinactivity.

High Frequency Sword
Mounted in the right arm is a retractable high frequency sword, 2d6, 20x2,slashing damage. Can be deployed as a move equivalent action, if the user hasQuick Draw feat, as a free action.

Deployable Spikes
Mounted on the forearms, shins and along the spine of the armour, there are anumber of blades which can be used against opponents grappling the user, or asa means to aid in slowing down his/her decent if they happen to fall. Thespikes deploy by voice command, or automatically as the sensors detect the suitbeing squeezed in a grapple.

Chemically Inert Coating
The Adventurer mk2 is completely coated in a chemically inert coating whichneutralizes corrosive substances, granting acid immunity to the user.
 

kronos182

Adventurer
SteelArmour
This suit of power armour is loosely based upon the fictional armour made by acomic book hero. Although not particularly powerful, it is versatile andsomewhat stylish. Later models have various upgrades or designed to fill aparticular role. The basic model offers fairly good protection against mostattacks, highly flexible to not impair movement, comes with a concealed flightsystem with thrusters in the boots and lower legs. The arms contain the primaryweapons, which can also be used to aid in flight for higher speeds andmaneuverability, but makes them unavailable for combat. The onboard computer issimple, but robust and easy to learn and control, allowing for quickly alteringbetween weapons and flight, or other suit features.
The suit has air filters and an onboard supply of 2 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors and several defensive systems including micro flares, heat resistantcoating and a magnetic field to help deflect ballistic weaponry. Offensivelythe suit uses the smallest example of beam/pulse weapons built into the hand.This allows the user to switch between a more powerful plasma blast for closerange or a weaker, but longer ranged laser. The beam/pulse weapons in pulsemode have two other modes: the first being a plasma based flamethrower for anarea attack; and the other aids in the suits ability to fly. While the theseare not necessary for flight, they allow the suit to fly faster, and grants ithigher maneuverability, but disables their use as a weapon while in this mode.Mounted over the right shoulder is a ballistic weapon that has anextending/retracting barrel that rotates to face over the shoulder or upparallel with the torso while in flight. The servos carry the weight of thesuit, so to the user they don't feel the weight of the armour.

Steel Armour (PL7)
Type: Powered Armour
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft, fly 40 ft (average maneuverability) / 70 ft (goodmaneuverability)
Weight: 80 lb
Purchase DC: 34
Restriction: Res (+2)
Accessories: 2 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 (6 uses), ballisticshoulder weapon (equivalent to submachine gun), missile lock alert.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision, lowlightvision, +1 attack with built-in weapons, opponent ballistic and ranged weaponssuffer -4, +2 Spot (HUD), detect moving objects within 100 ft, 2 hours air, +1Computer Use checks, flares suffer -5 on opposed attack rolls, +4 Def vsmissiles (missile lock alert), Spot checks suffer -1 every 20 ft instead ofnormal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers orplasma weapons). Can not carry more than light load while in flight (notcounting the weight of the armour).

Beam/Pulse Weapons
Built into the palms are beam pulse weapons that can be used as a laser rifle(3d8, 20, fire, 100 ft, s) or a plasma carbine (3d10, 20, fire, 50 ft, s/a), oras a plasma flamethrower (2d10, 30 ft cone Reflex DC 15). These weapons have 50charges, which replenishes at a rate of 1 charge for every minute ofinactivity. 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 faceover the shoulder, or points up to be parallel with the torso for use inflight. The barrel retracts when not in use. The weapon uses caselessammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 80 rds), and takes 30 minutesto reload without proper special equipment, with the equipment takes only 10minutes.

Micro Flares
These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -5 to the roll. If successful, the missiletargets the flare instead.
Replacement micro flares have a PDC 10 for 6.





Steel Armourmk2
This is an upgraded version of Paragon Corp's Steel Armour power armour,featuring some improvements and refinements in the suit's manufacture and testbed for future specialist models.
The suit has air filters and an onboard supply of 3 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors and several defensive systems including micro flares, heat resistantcoating and a magnetic field to help deflect ballistic weaponry. Offensivelythe 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 closerange or a weaker, but longer ranged laser. The beam/pulse weapons in pulsemode have two other modes: the first being a plasma based flamethrower for anarea attack; and the other aids in the suits ability to fly. While these arenot necessary for flight, they allow the suit to fly faster, and grants ithigher maneuverability, but disables their use as a weapon while in this mode.Mounted over the right shoulder is a ballistic weapon that has anextending/retracting barrel that rotates to face over the shoulder or upparallel with the torso while in flight. The servos carry the weight of thesuit, so to the user they don't feel the weight of the armour.

Steel Armour (PL7)
Type: Powered Armour
Equipment Bonus: +5
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 (goodmaneuverability)
Weight: 76 lb
Purchase DC: 34
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), ballisticshoulder weapon (equivalent to submachine gun), missile lock alert.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision,lowlight vision, +2 attack with built-in weapons, opponent ballistic and rangedweapons suffer -4, +3 Spot (HUD), detect moving objects within 125 ft, 3 hoursair, +1 Computer Use checks, flares suffer -4 on opposed attack rolls, +4 Defvs missiles (missile lock alert), Spot checks suffer -1 every 20 ft instead ofnormal -1 every 10 feet, fire resistance 5 (against normal fires, not lasers orplasma weapons). Can not carry more than light load while in flight (notcounting the weight of the armour).

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), oras a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). These weapons have 50charges, which replenishes at a rate of 1 charge for every minute ofinactivity. When using enhanced flight (the higher speed and maneuverability),none of the weapons can be used in flight. In the mk2 the beam/pulse weaponshave slightly improved range over the mk1s due to improvements in emitters andmagnet fields, which allows the mk2 to have slightly faster flight speed whenthe weapons are used in flight mode.

Shoulder Ballistic Weapon
This ballistic weapon that sits over the right shoulder which rotates to faceover the shoulder, or points up to be parallel with the torso for use inflight. The barrel retracts when not in use. The weapon uses caselessammunition in 5.56 mm (2d8, 20, ball, 70 ft, s/a, 90 rds), and takes 30 minutesto reload without proper special equipment, with the equipment takes only 10minutes. This version has a slightly larger ammunition capacity due to redesignand distribution of the rounds, but still takes special equipment toreload.

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





Steel Armourmk3
The mk3 Steel Armour is a heavy assault version, boasting increased strengthenhancement, heavier armour, more weaponry, but lacks the flight capability,which is replaced with a jet assisted powerleap system. This system can be used in HALO jumps or other airbornedeployments without the use of a parachute or similar device. The design of themk3 is bulkier and heavier than the mk1 or 2, with more overlapping pieces andcurves to provide more deflection against ballistic weaponry.
The beam/pulse weapon system has been upgraded for more power, but lacks therange of the mk1 or 2. The ballistic weapon on the shoulder is replaced with aheavier weapon, and two lighter ones are mounted on each arm. Mounted on theopposite shoulder is a mini-rocket system that retracts back when not in use.The magnetic field is augmented with a magnetic shield providing greaterprotection against ballistic weapons, and a weak particle field against energyweapons. The targeting systems are improved, and designed to aid users nottrained in the use of the heavier ballistic weapon or the mini rocket launcher.
The hands of the mk3 are large, designed for melee combat or smashing throughobstacles, thus making it difficult to use normal sized weapons, needing to uselarger sized weapons.
The suit has air filters and an onboard supply of 2 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors and several defensive systems including micro flares, heat resistantcoating and a magnetic field and particle field to help deflect ballistic andenergy weaponry and one of the smallest magnetic shields available. Offensivelythe 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 closerange or a weaker, but longer ranged laser. The beam/pulse weapons in pulsemode has only the plasmathrower as an extra mode due to the removal of theflight systems. Mounted over the right shoulder is a heavier ballistic weaponthat has an extending/retracting barrel that rotates to face over the shoulder,while the left shoulder has a box style mini rocket launcher holding 8 rocketsin 2 rows of five, with one reload available that takes less than a minute torefill. The servos carry the weight of the suit, so to the user they don't feelthe weight of the armour.

Steel Armour Mk3 (PL7)
Type: Powered Armour
Equipment Bonus: +7
Nonprof. Bonus: +3
Str Bonus: +4
Nonprof Str Bonus: +1
Max Dex: +2
Armour Penalty: -5
Speed (30 ft): 30 ft
Weight: 250 lb
Purchase DC: 36
Restriction: Res (+2)
Accessories: 2 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, particle field, magnetic shield, 2x beam/pulse weapons, 2xmicro flare launcher (10 uses ea), ballistic shoulder weapon (15mm cannon,equivalent to 20mm), missile lock alert, mini rocket shoulder launcher.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision,lowlight vision, +3 attack with built-in weapons, opponent ballistic and rangedweapons (missiles) suffer -4, opponent energy weapons suffer -2 to attack, +3Spot (HUD), detect moving objects within 150 ft, 2 hours air, flares suffer -4on opposed attack rolls, +4 Def vs missiles (missile lock alert), Spot checkssuffer -1 every 20 ft instead of normal -1 every 10 feet, fire resistance 10(against normal fires, not lasers or plasma weapons). Magnetic shield provides30 hit points against ballistic and missile weapons when active, can remainactive for 5 minutes or until hit points are depleted. Once hit points depletedor activated for 5 minutes, requires 1 hour to recharge. -1 to Dex stillsrequiring fine manipulation, -1 to use any weapons designed for medium sizedcreatures. +5 to jumps, not limited by character's height, powered leap up to50 feet.
Due to the size of the suit, the user is considered to be Large when it isadvantageous to the user, thus granting a +4 to grapple checks, -1 to Hide andMove Silently checks, but doesn't suffer the -1 to attackpenalties.

Beam/Pulse Weapons
Built into the palms are beam pulse weapons that can be used as a heavy laserrifle (4d8, 20, fire, 80 ft, s) or a heavy plasma carbine (4d10, 20, fire, 40ft, s/a), or as a plasma flamethrower (3d10, 30 ft cone Reflex DC 17). Theseweapons have 60 charges, which replenishes at a rate of 1 charge for everyminute of inactivity.

Shoulder Ballistic Weapon
This ballistic weapon that sits over the right shoulder which rotates to faceover the shoulder, it is a 15mm cannon, but with advancements in ballistictechnology, it acts like a 20mm cannon. The barrel retracts when not in use.The weapon uses caseless ammunition in 15 mm (4d10, 20, ball, 120 ft, s/a, 20rds), and takes 30 minutes to reload without proper special equipment, with theequipment takes only 10 minutes.
15mm rounds have a PDC 12 for 20 rounds.

Shoulder Mini Rocket Launcher
Mounted on the left shoulder of the mk3 is a 2x5 box style mini missilelauncher. The targeting software will allow a user without heavy weaponproficiency or exotic weapon proficiency: rocket launchers to have thenon-proficiency penalty reduced by 1. The launcher can launch one missile at asingle target, or launch up to 5 missiles at 5 separate targets, but they allmust be within 100 feet of each other in the user's front arc. To target up to5 targets, the user makes one attack roll at -3 with a cumulative -1 for eachtarget past the first, for a total of -7 to target 5 targets. This attack rollis used against each target. Once the 10 rockets are launched, the launcher canbe refilled with a single reload, but takes 2 rounds for the automatic systemto reload the launcher. To reload the system completely, takes specialequipment and about 10 minutes of work.

Micro Flares
These are similar to the flares used on aircraft, mech and robots to distractmissiles that seek their targets based on heat signatures. The flares can bevoice activated, as a free action, and the user makes an opposed attack rollagainst any incoming missile attack (that would hit normally hit, even with themissile lock alert system) at -4 to the roll. If successful, the missiletargets the flare instead. These are the improved micro flare launchers firstintroduced on the mk2, but have a larger capacity, with 10uses.
Replacement micro flares have a PDC 10 for 6.

Magnetic Shield
The mk3 has one of the smallest magnetic shields available. When activated, amove equivalent action, the shield provides 30 hit points against ballistic andmissile weapons, which lasts for up to 5 minutes or until the hit points aredepleted. A critical hit bypasses the shield and deals damage directly to theuser. Once depleted or after 5 minutes of activation, the shield must rechargefor 1 hour before it can be activated again.

Oversized Hands
Due to the design of the mk 3, the hands are larger and reinforced, made forgrabbing and smashing. The user suffers a -1 penalty to Dex related skillsrequiring fine manipulation, and also to use weapons designed for medium sizedcreatures, except in such cases as a great sword, as a two handed weapon wouldbe considered a 1 handed weapon for the user in a mk3, suffer a -1 penalty. Theuser is considered armed and can make unarmed melee strikes with a slam dealing1d8 plus Str modifier, ignore 2 points of hardness.

Jet Assisted Jumps
The mk3 loses the flight capabilities, but has lower powered jets for makingjet assisted leaps, or for use similar to a parachute. The jets can allow themk3 to make a 50 foot long leap as a full round action, but the user can alsofire weapons at any target along the path of the leap, gaining a +2circumstance bonus due to having the higher ground, with a Jump DC of 25 toland properly. If the user changes direction during the leap (Balance check DC15), the DC is increased to 30. Alternately, to cover more ground quickly, theuser can make a series of powered jumps, that are lower, and slightly shorter,as a move equivalent action, granting the user a speed of 75 ft, for up to 5rounds, but requires a Jump check DC 25 and a Balance check DC 20. Meleeattacks made while making this type of movement gain a +1 bonus to attackrolls.





Steel Armour mk4 akaMercury
The mk4, or Mercury as it's also known, is the second specialist suit of theSteel Armour series, built more for speed than brute force like the mk3. Usinglighter weight materials, but retaining the same protection of the mk2, allowsfor greater mobility and flexibility. The leg servos enhance the speed of theuser greatly, and an added set of boosters in the back allow for even fasterflight speeds.
For offense, the mk4 has the same beam/pulse weapons of the mk2, which can alsobe used to aid in flight, a pair of retractable high frequency blades mountedon the arms and a pair of rapid fire ballistic weapons on the shoulders thatrotate so they can be used in flight and while on the ground. For protection,the mk4 has a missile lock alert system, micro flares, magnetic and particlefields as well as the magnetic shield first deployed on the mk3. An enhanceddanger avoidance system is also installed.
The suit has air filters and an onboard supply of 3 hours of air, targetingsystems for its onboard weaponry, missile lock alert system, various visionenhancement systems such as digital binoculars, night vision gear, motionsensors. The suit also includes an autopilot and a body functionmonitor/health-alert.

Steel Armour mk4 (PL7)
Type: Powered Armour
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: +2
Nonprof Str Bonus: +1
Max Dex: +4
Armour Penalty: -2
Speed (30 ft): 40 ft, fly 75 ft (average maneuverability) / 100 ft (goodmaneuverability)
Weight: 56 lb
Purchase DC: 35
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, particle field, magnetic shield, 2x beam/pulse weapons, microflares (16 uses), 2x ballistic shoulder weapon (equivalent to submachine gun),missile lock alert, danger avoidance system, autopilot, body functionmonitor/health alert.
Notes: +2 Fort saves against airborne toxins and poisons, 60 ft darkvision,lowlight vision, +2 attack with built-in weapons, opponent ballistic, energyranged weapons and missiles suffer -4, +3 Spot (HUD), detect moving objectswithin 125 ft, 3 hours air, +2 Computer Use checks, flares suffer -4 on opposedattack rolls, +4 Def vs missiles (missile lock alert), Spot checks suffer -1every 20 ft instead of normal -1 every 10 feet, fire resistance 5 (againstnormal fires, not lasers or plasma weapons). Can not carry more than light loadwhile in flight (not counting the weight of the armour), jet boostedcharge.

Beam/Pulse Weapons (x2)
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), oras a plasma flamethrower (2d10, 30 ft cone Reflex DC 17). These weapons have 50charges, which replenishes at a rate of 1 charge for every minute ofinactivity. When using enhanced flight (the higher speed and maneuverability),none of the weapons can be used in flight. In the mk4 the beam/pulse weaponshave slightly improved range over the mk1s due to improvements in emitters andmagnet fields, which allows the mk2 to have slightly faster flight speed whenthe weapons are used in flight mode.

Shoulder Ballistic Weapons (x2)
These ballistic weapons that sit over the shoulders which rotates to face overthe shoulders, 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 in5.56 mm (2d8, 20, ball, 70 ft, s/a, 100 rds ea), and takes 30 minutes to reloadwithout proper special equipment, with the equipment takes only 10 minutes.This version has a slightly larger ammunition capacity due to redesign anddistribution of the rounds, but still takes special equipment to reload. Thesecan be fired independently or firelinked

High Frequency Blades (x2)
Mounted in each arm, deploying from the back of the wrists, giving the mk4melee attack capabilities. Each dealing 2d4 piercing or slashing,19-20x2.

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

Magnetic Shield
The mk3 has one of the smallest magnetic shields available. When activated, amove equivalent action, the shield provides 30 hit points against ballistic andmissile weapons, which lasts for up to 5 minutes or until the hit points aredepleted. A critical hit bypasses the shield and deals damage directly to theuser. Once depleted or after 5 minutes of activation, the shield must rechargefor 1 hour before it can be activated again.

Jet Boosted Charge
The user can make a jet boosted charge when making a charge attack, allowingthe user to deal double damage, gaining an additional +2 to attack for a totalof +4, but suffering an additional -1 to Defense for a total of -3 toDefense.

Danger Avoidance System
This system aids the user in avoiding dangers, such as grenades and explosions,granting a +4 bonus to Reflex, +2 Tumble, reduce falling damage by 10 feet(1d6). If the user uses the Defense or Total Defense attack option, double thebonus to Defense.

Autopilot
The mk4 features an autopilot system that the user can engage for long flights,or it can engage automatically in the even that the pilot is renderedunconscious, detected by the body function monitor, returning to a designatedsafe area. If one is not provided, using the onboard GPS and computer system,flies to the nearest hospital. It will transmit a message to the safe area, orhospital as to the user's condition and eta. Upon arrival, and sensors detectno threats, it will land safely near the first person it recognizes as help(hospital workers identifiable through onboard computer system recognizinguniforms, or preprogrammed person the user designates), and open to allowsomeone to remove the unconscious user.
 

kronos182

Adventurer
Assault Bag PL5-7
Weight: 9 lb. PDC 20 (Illegal +4)
This appears to be a stylish black leather unisex shoulder bag, and is designed to allow people to rapidly outfit themselves for action. The purse conceals a loaded compact submachine gun (less than 10 inches long, 17-round magazine, treat as a MAC Ingram M10 but with 30 ft range) that can be fired from within the bag (-2 to attack roll).
The bag's strap slides out when its clasp is properly pressed, becoming a bandolier with two spare magazines and two grenades already attached. The rest of the bag, with just three swift hand movements, becomes a lightweight kevlar vest (use stats for undercover vest). The entire purse can be broken down and donned with a single full-round action.

Upgraded versions would use laser or plasma submachine (pistol versions with S, A rate of fire, pistol range), and different grenades can be loaded. The armour that later PLs would be that era's equivalent to the undercover vest, most likely reduced weight or lower armour check penalty.



N.P.C.
The N.P.C., or Non Perception Clothing, are favoured by those who wish to avoidnotice while moving about in a crowd. N.P.C.s take the form of common, nondistinctive clothing, such as cloaks, large coats, etc, but the material is aspecial cloth that has properties similar to a spray-on LCD screen, only itdoesn't shine light, so it won't give away the user's position in the dark.Located in seams along the cuffs and collar are special audio devices. The LCDfabric is programmed to very subtly shift in patterns that is not consciouslynoticeable to most humanoid species. This, combined with specific ultra andinfrasonic frequencies emitted by the audio devices tuned, all designed tofrequencies and patterns which correspond to those used in inducing a mild formof hypnosis, which directs those around the wearer to not pay attention to thewearer, subtly shifting the wearer to their peripheral edges of theirsenses.
Anyone viewing the wearer of N.P.C must make a Will save at DC 19 to evennotice the wearer. Someone specifically looking for the wearer who make theirsave still suffers a -2 to Search and Spot checks if more than 20 feet away. Anew Will save is required any time the wearer leaves someone's perception range(goes around a corner, disappears in a building then comes backout).
Species with enhanced hearing gain a +1 to their Will save if they can hearinto the ultrasonic range or infrasonic range, +2 for both. Species that aredrastically different from near human (nonhumanoids, animals, undead,aberration, construct, elemental, dragon, fey, magical beast, ooze, outsider,vermin and plant) gain a +4 bonus to their Will saves.
Weight: +4 lbs to type of clothing modelled after.
Batteries last for 3 hours before needing to recharge. Retractable universaladaptor on a 4 foot cord from the left sleeve allows for recharging at mostcommon power sources.
PDC: 24 (Illegal +4)




Mind Trick
The mind trick is an expansion of the N.P.C technology, but is two devices thatwork in conjunction. A special glove using the same material as the N.P.C.s,only more powerful, and an amulet like device that hugs against the user'sneck, gently pressing against the windpipe and vocal cords. The user waves thegloved hand in front of themselves so that their target can see the palm, whichflashes specific patterns and colours to help induce a hypnotic state, whilethe amulet emits subsonic, ultra and infrasonic frequencies as the user speaksa simple question or command, such as 'you never saw me', 'patrol over there',or 'unlock the door'. The command must be simple and in a language the targetcan understand, and the target will feel like the idea was their own. The minicomputer built into the glove can hold several settings for up to a dozenspecific races, as not every race is quite as susceptible to the samepatterns.
The target must make a Will save DC 21, failure means they quite willinglycomply with the command or suggestion, thinking it was their idea, or came froma trusted friend or commander. The command or suggestion lasts for 5 minutes,in which if the target is doing something that is out of character, or somethingthat they should not be doing, they will stop and will be confused for anotherminute before going back to what they were doing. If the user is still around,they can attempt to reapply the command or suggestion, but the target gains a+2 bonus to any repeated commands or suggestions.
There are similar restrictions on the races that the mind trick will not workon (same as the N.P.C.), and if the wrong setting is used one species, thetarget gains a +1 bonus to their Will save.
Weight: 2 lbs total (0.5 amulet, 1.5 for glove)
PDC: 29 (Illegal +4)

 

kronos182

Adventurer
Bruiser Bio Augmentation
Paragon's first successful bio augmentation is the Bruiser, where the recipient is enhanced with greater strength, endurance and durability, allowing them to smash anything within reach and survive a great deal of punishment. The bruiser gains increased mass, muscle strength and unbreakable skin. The unbreakable skin is hardened and reinforced with an organic form of carbon nanotubes and thickened, making it extremely difficult to cut or break physically, however it doesn't provide any benefit against energy attacks. The added bulk does restrict some of the recipient's movement somewhat, but many consider it a good trade.

Bruiser Template
The recipient retains all their abilities and gain the following abilities.
Size: Medium
Hit Points: +20 HP
Special Attacks: Slam 1d8 +Str
Special Qualities: Enlarged form, unbreakable skin, enhanced healing, airborne toxin intolerance.
Abilities: +6 Str, +4 Con, -2 Dex
ECL: +2
PDC: 36
Requires 10 Fort saves DC 25

Enlarged Form
The Bruiser gains increased mass from enlarged muscles, and denser skin tissue. The recipient is considered Large size for things such as tripping, grappling and opposed Str checks. Increase height by 8 inches, and weight by 30%.

Unbreakable Skin
The recipient's skin becomes incredibly dense and difficult to break. This makes them immune to physical attacks, including slashing, piercing, ballistic and bludgeoning. However this does make it difficult to heal the recipient. Heal checks suffer -10 unless the healer can somehow get inside the recipient without breaking skin. Such means would be through nanites that enter through the recipient's mouth. Energy attacks deal normal damage to the recipient.

Enhanced Healing
The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.

Airborne Toxin Intolerance
Due to the increase in body mass and needed oxygen to feed it, recipient's lungs are enhanced, allowing him/her to take in the necessary air. Unfortunately, this also makes them more susceptible to airborne toxins, poisons and diseases, suffering a -4 penalty to Fort saves against airborne toxins.


Hulk
Inspired by barbaric tribes and fictional characters that get stronger whenthey get angry or injured, Paragon set out to create an enhancement that wouldcreate a primal force of nature. Unfortunately, as they attempted to create anear indestructible creature as it got stronger lead to many problems,including bone calcification, heart failure, and where the muscle mass becameso dense to aid in protection, the subject was unable to move. The otherproblem was once combat was over, the subject wouldn't revert to their normal,more manageable state.
The final cure to their problems was reducing the enhancement's defensivequalities and focus more on offensive through enlarging the adrenal gland, tweakingthe flight or flight response and altering the body's cellular divisioninstructions. The end result is the subject is slightly stronger than before,but has more fat storage, but well distributed around the body. When thesubject is injured or subjected to any form of harm, such as poison, or withsome mental training can will themselves, the subject's enhanced flight orflight response and adrenal glands will trigger mass release of adrenaline andcause the body to transform the stored fat into muscle, greatly increasing thestrength of the user. Each time the subject is injured, they get stronger, andstronger. Unfortunately, Paragon couldn't increase the subject's healingabilities at the same time as they cancel out the trigger for the enhancedstrength, in fact the subject's natural healing is slowed. Caution is advisedthat the subject have some kind of healing on hand if prolonged combat isexcepted.

Hulk Template

The recipientretains all their abilities and gain the following abilities.
Size:Medium
Hit Points: +30 HP
Special Attacks: Slam, thunder clap
Special Qualities: Hulk up, enlarged form, reduced healing, enormous appetite,enhanced power attack
Abilities: +2 Con
ECL: +3

PDC: 38
Requires 10 Fortsaves DC 26

Hulk Up
Upon taking any damage, even as little as 1 point, physically or to anyability, such as from a poison or toxin, the recipient's flight or flight andadrenal glands go into overdrive, causing the stored fat to be converted tomuscle. From each source of damage in a round (autofire attacks or double tapsare considered one source), the recipient will gain a +4 bonus to Strength andConstitution plus increased hit points from increased Con, suffer a -2 penaltyto Will and Defense, and gain 20 pound in weight. These bonuses and penaltieslast new Con modifier +2 rounds, after which the user will be exhausted andlose all bonuses, but still retain the penalties until rested. Each time theuser is injured after the initial hulk up, the duration is extended by 1 roundand they gain the same bonuses and penalties ontop of what they already have,although the recipient's Defense can never go below 10.
For example, if in round 1 the recipient is hit from one source, they gain +4Str and +4 Con, -2 Will and -2 Def and 20 lb. In round 2 the recipient is hitfrom two sources, thus gaining an addition +8 Str, +8 Con, -4 Will, -4 Def and40 lb for a total of +12 Str, +12 Con, -6 Will, -6 Def and 60 lb.
If the recipient has been 'hulked up' for more than 6 rounds, when the hulk upends, the recipient must make a Will save DC 15 or fall unconscious for 1d6minutes +1 minute for every round past 6 rounds.

Enlarged Form
When the recipient hulks up upon injury, the added muscle mass increases theirsize. The user is considered large when it is advantageous, such as forgrapples, trips and carrying capacity. However, if the recipient hulks up fourtimes, gaining 80 lb in weight, they become large sized, and would beconsidered huge sized for grapples and trips, etc. If the recipient hulks up afurther 8 times, for a total of 12 times, they become huge sized, andconsidered gargantuan.

Reduced Healing
The recipient heals half as much as normal when resting, healing only halftheir level in hit points for a night of rest. Abilities, chemicals or devicesthat heal hit points or grant fast healing, heal half as much with half theduration.

Enormous Appetite
The recipient needs to eat twice as much as normal to fill the fat stores touse their hulk up ability. After using their hulk up ability, they need to eata day's worth of food as it uses up a huge amount of energy. The recipient alsosuffers from starvation in half the time as a normal person would. So if anormal person would start to starve in 3 days, the recipient will start tostarve in 1.5 days.

Enhanced Power Attack
Whenever the recipient uses the Power Attack feat, they gain double the bonusto damage. Still can not subtract more than the recipient's base attackbonus.

Special Attacks
All of the special attacks the recipient receives from this template are onlyavailable after the recipient hulks up.

Slam
The recipient gains a slam attack based on their enlarged form size: Large 1d8,Huge 2d6, Gargantuan 2d8, Colossal 4d6.

Thunder Clap
After the recipient hulks up, they may make a thunder clap by slapping theirhands together using their incredible strength to release a concussive force ofair. The concussive force is released in a (number of hulk ups) x 5 feet radiusthat deals 4d6 points of concussive nonlethal damage. Also, objects must makean opposed Str check or be thrown back (number of hulk ups) x 5 feet, takingany damage if they strike anything (1d6 per 10 feet travelled), and knockedprone. A successful save means the target is only pushed back half the range,but not knocked prone.


HulkBracer
Paragon Corp designed a bracer that fits around the recipient of the Hulkenhancement, with expanding clasps so that it remains on the recipient's armeven as they increase in size. A series of buttons on the side activate any ofits features. The first button activates a sharp needle that is designed topuncture the skin, causing a bit more damage than a normal syringe would,dealing 1 point of damage. This is used to trigger recipient's hulk up ability.The other buttons activate one of the three injectors for injecting chemicalsinto the user's bloodstream. Each injector can hold 2 doses of the samechemical, but all three injectors can be the same or all different chemicals.Hulk bracers usually come equipped with prolong (Future Tech pg 16), biocort(d20 Future pg 74) or rejuve (Future Tech pg 16) although both of these arevery similar, and only bring the recipient's healing back to normal levels fora short period, and prolong (Future Tech pg 16). Other chemicals can be substitutedor used. Many users will use two hulk bracers and load the second one withantitoxins and antibiotics and other chemicals such as energize, withstand orplastiflesh if available.
Weight: 2 lb
PDC: 21




Acid Juicer BioAugmentation
Paragon Corp created the acid juicer bio augmentation in an attempt to createsomething similar to the comic book 'speedsters'. Although they did get some ofthe results they were aiming for, they ended up getting a few unexpected sideeffects, and as such it is not a popular, although useful, augmentation. Thisbio augmentation jacks the recipient's metabolism and reaction time tosuperhuman levels. Muscles and joints are modified to deliver incredibleamounts of power on demand, albeit mostly for movement; in particular thepelvic joints are modified for smooth, painless, and superhuman operation atlevels that would tear unmodified beings apart. The blood chemistry isradically altered to where it no longer matches anything like the recipient'soriginal blood chemistry, turning it into an extremely acidic and toxicmix.
The benefits of this augmentation include mindboggling running speed, enhancedreflexes, increased healing abilities, carbon fiber laced bones, and enhancedimmune system to fight off most diseases and pathogens, and surprisingly abuilt in chemical weapon. The recipient is virtually immune to things likearthritis, gout, and other maladies or conditions that affect the jointsnegatively.
The main drawback to the bio augmentation is the recipient's blood is nowpoisonous to others of their own species, and they can not accept blood fromdonors, requiring specially synthesized blood for transfusions or organs.Another disadvantage is the blood is also acidic, making treating injuries canbe hazardous to others attempting to affect aid, and normal medicines are toxicto the recipient. The recipient is also rendered sterile, their skin tends tohave a leathery, weather-beaten look, and thick calluses on their feet, andrequire at least double the normal amount of food.


Acid Juicer Template
The recipientretains all their abilities and gain the following abilities.
Size:Medium
Hit Points: +5 HP
Speed: +30 ft
Special Attacks: acidic spit, charge
Special Qualities: acidic blood, enhanced speed, enhanced reflexes, fasthealing 2, enhanced lungs, enhanced immune system, acid resistance 5, increasedmetabolism
Abilities: -2 Str, +4 Dex, -1 Cha
ECL: +3

PDC: 39
Requires 10 Fortsaves DC 29

Acidic Blood: The blood of the acid juicer is highly acidic and toxic. Anytimethe recipient takes damage from any source except fire based or energy attacks,the acidic blood splashes in a 5 foot radius around the recipient, Reflex Save(DC 13 + Con modifier) to avoid, dealing 1d4 points of acid damage for 2rounds.

Acid Resistance: Due to the acidic blood chemistry, the recipient's skinbecomes highly resistant to acid, gaining acid resistance 5.

Acidic Spit: The recipient's spit is mildly acidic. The recipient can spit upto 20 ft away, as a ranged touch attack at the target's face, causing burningirritation and temporary blindness. Victim makes a Fort save (DC 14 + Conmodifier), or be blinded and nauseated for 1d4+1 rounds. A successful save onlystuns the target for 1 round.

Charge: Any time the recipient charges, they move at three times instead ofdouble normal speed, gain a +4 to attack instead of the normal +2, but suffer-3 to Defense instead of the normal -2. If the recipient makes a melee attackat the end of the charge, they gain +1 damage for every 10 feet they travel.Alternatively, the recipient can charge past several opponents up to themaximum distance their tripled speed for a charge allows, making an attack rollagainst each opponent the recipient passes in a straight line at -5, withoutthe attack bonus from charging, however taking a further -2 to Defense for atotal of -5 to Defense.

Enhanced Immune System: The recipient's immune system is increased, granting +2bonus to Fort saves against poisons, diseases and toxins.

Enhanced Reflexes: The neural connections in the brain and tendons are allenhanced for faster reaction time. The recipient gains +2 to Initiative and +4to Reflex. As long as the recipient has moved at least 10 feet in a round, theygain a +1 Dodge bonus, which stacks with any other form of Dodge bonus. If therecipient takes the fighting defensively action, they gain a +3 Dodge bonus toDefense. So if the recipient moves 15 feet and fights defensively, they gain atotal +4 Dodge bonus to Defense. The recipient also gains one extra attack ofopportunity per round, even if they don't have the Combat Reflexesfeat.

Enhanced Speed: The recipient's movement increases by 30 feet per round, andwhen running, moves at six times normal, instead of normal four. If therecipient is wearing heavy armour, they move at five times their speed insteadof normal three. If the recipient makes a long jump, gains a +3 competencebonus on their check.

Enhanced Lungs: The recipient's lungs are modified for extracting, and holdinglarge amounts of air, and more efficient oxygen processing in the blood. Therecipient gains a +4 to the following saves: hourly swim checks to avoidbecoming fatigued, Constitution checks to continue running, Constitution checksto hold breath, Fortitude saves to resist suffocation or drowning. Can holdbreath for 10 minutes before requiring to make a save. The benefits from theEndurance feat stack with these bonuses. The recipient also gains a +4 bonus toFort saves against airborne toxins, poisons and diseases due to the enhancedfiltering and greater efficiency of the lungs.

Fast Healing: As long as the recipient has positive hit points, he can heal 2points of damage per round, except damage from fire based attacks, such asfire, lasers or plasma weapons. A Treat Injury check and a first aid kit,minimum is required to treat the burns before they can behealed.

Increased Metabolism: The recipient's metabolism is enhanced greatly to providethe energy required for the great speeds the recipient can move, requiring therecipient to eat double their normal daily amount of food, and any time theyrun or charge more than three times, the recipient will need to eat anotherfull day's worth of food.
 

kronos182

Adventurer
Magnetic FieldDetector
A fedora with a visor field that drops down over the eyes and targets intensemagnetic fields using heads up display technology. Used primarily to detect formini railguns, fusion and plasma weapons and high energy weapons. Will notdetect the lower energy hand weapons such as lasers or taser-like weapons, orchemical explosive weapons. Triggering devices on bombs and high energy laserscopes can also be detect the presence of cybernetics.
Comes also as a crusher, baseball cap, motorcycle helmet, mirror shades, policeriot gear and can be adapted to other headgear at a minor additionalcost.
Benefit: Provides a +4 to Search and Spot checks to locate devices with strongmagnetic fields, such as high energy generators, weapons (fusion, plasma,magnetic accelerator type weapons, but not lasers or electrical based weaponsunless they use strong magnetic fields in their firing process) and high energydevices. Things like triggering devices for mines or bombs only gain a +1 bonusas they are more passive, use less energy and usually designed to not bedetected.
PDC: 14
Restriction: Res (+2)





Cherry Bomb (ToonBomb)
This is one of Paragon Corp's most mundane products, a small, but potentexplosive. This explosive device, functions like a grenade, shaped like smalldark iron ball with a fuse-like piece sticking out the top, about half the sizeof a regular grenade. Although the area it affects isn't much more than aregular explosive grenade, the power in its small size may surprise somepeople. When the pin is pulled and the release is let go, the small fuse-likestring that sticks out the top sparks a bit at the end and works its way down,like an actual lit fuse would, however this is just pure show. Some opponentsmay think if they can cut the fuse before it reaches the grenade it mightprevent the detonation, but it actually doesn't, only delaying it by a round.The grenade actually explodes on a delay fuse of about 12 seconds (the roundafter the pin and release are pulled).

Cherry Bomb (PL6-7)
Damage: 5d6
Critical: -
Damage Type: Fire
Burst Radius: 20 ft
Reflex DC: 15
Range Increment: 15 ft
Size: Tiny
Weight: 0.8 lbs
Purchase DC: 28 for box of 5
Notes: Delayed detonation, exploding round after triggered. Cutting the fakefuse before detonation only delays the grenade's detonation by 1 round. Looksjust like an old style grenade or explosive from old cartoons, requiresKnowledge: Weapons or Technology DC 15 to recognize it's a modern explosive.





Momentum Generator(PL 7/8)

With the success ofits Juggernaut suit, Paragon Corp wanted to capitalize on the technology, butmake it smaller and easier to conceal. Although not as powerful as the fieldgenerator installed in the Juggernaut, the Momentum Generator enhances melee andthe user's movement. The momentum generator is a fitted into a harness whichstraps over the shoulders and around the waist, with cables and clips thatconnect to the wearer's upper arms and legs. The straps on the shoulders andthe belt have connectors for easily connecting holsters or ammunition pouchesand bandoleer.
Once activated, aslong as the user moves, they wearer will have their speed improved by 10 feet,melee attacks with one handed or unarmed strikes gain +1 damage per 10 feetmoved. Unarmed strikes can deal lethal damage with no penalties.
The momentum generator can only operate for 1d6+2 rounds then requires a 5minute recharge.
Weight: 5 lbs
PDC: 25 (Res +2)





Fist of theColossus
A limited production item, the Fist of the Colossus combines defense withoffense in the form of an advanced gauntlet. The fist looks like a heavy,highly articulated gauntlet that covers the whole forearm up to the elbow.Using advanced field generators and nanites, the fist of the colossus providesa number of defensive features, including a high resistance to fire, extremecold, some damage, and heals some wounds. The fist can be used to make powerfulunarmed strikes, with the aid of a small gravity generator to increase theforce of the strikes for a limited time.

Fist of the Colossus (Simple Weapons Proficiency PL7/8)
Damage: 1d6
Critical: 20x2
Damage Type: Bludgeon
Size: Small
Weight: 5 lb
Purchase DC: 30 (Res +2)
Notes: Wearer is considered armed, gains fire and cold Resistance 5 as long asworn. Any slashing or piercing damage the wearer suffers is healed by 1d4 eachround up to a maximum of 20 points of damage. Only damage from slashing andpiercing weapons can be healed. Up to 5 times per day, the user can activatethe gravity generator for a more powerful attack, as a free action before theattack is made. This attack deals 2d6+2 damage, plus the user's Strength bonus,and can be used with Power Attack feat. Also the target must make a Fortitudesave DC 5 + damage dealt or be pinned for 1d4+1 rounds. A pinned target is heldimmobile, but not helpless, suffers a -4 to Defense against melee attacks andloses Dex modifier to Defense.
 

kronos182

Adventurer
As other companies explored laser and rail gun technologies as the new weapons of choice, others went the way of plasma weaponry. With Colt's relative sucess with the Rhino, Remington also decided to pursue plasma technology but in a slightly different direction. Instead of building an energy rifle to generate plasma and then fire it, they first had their ammunition division create plasma grenades and from there devise a round to be used in a weapon. From there the weapon devision built a weapon to fire the rounds.
These new rounds are fired using the kinetic energy from a hammer, just like the old center pin fired ballistic rounds that have been in use for the past century or so. This allows for far less training required for those switching to the new plasma cartridge. Unfortunately, the plasma cartridges are larger than most ballistic ammunition, but does come in various sizes for different calibers and power levels.
Plasma Cartridges
RP-01 Light Cartridge: 3d6 fire damage (or whatever type of damage for your campaign), box of 30 rds has PDC of 13. The rounds are about 0.75" in diameter, two inches in length.
RP-02 Stardard Cartridge: 3d8 fire damage, box of 30 has PDC of 14. The rounds are 0.85" in diameter, two inches in length.
RP-03 Medium Cartridge: 5d6 fire damage, box of 20 has a PDC of 16. The rounds are 1.25" in diameter, 2.5 inches in length.
RP-04 Heavy Cartridge: 4d10 fire damage, ignores 5 points of DR/Hardness, box of 20 has PDC of 17. Rounds are 1.75" in diameter, three inches in length.
New Remmington Plasma Cartridges
RP-05 Super Heavy Cartridge: 5d10 fire damage (or whatever type of damage for your campaign), box of 15 rds has PDC of 18. The rounds are about 2" in diameter, 3.5 inches in length.
RP-05A Armour Piercing Super Heavy Cartridge: 3d8 fire damage, box of 15 has PDC of 19. The rounds are 2" in diameter, 3.5 inches in length. Ignores 15 points of DR/Hardness, 5 ft blast radius, Reflex DC 15 for half for any characters caught in the blast radius.
RP-05H High Explosive Super Heavy Cartridge: 3d10 fire damage, box of 15 has a PDC of 19. The rounds are 2" in diameter, 3.5 inches in length. Have a blast radius of 30 ft, Reflex DC 18 for half.
RP-05DP Dual Purpose (Basically a HEAP) Super Heavy Cartridge: 4d10 fire damage, ignores 8 points of DR/Hardness, blast radius of 15 ft, Reflex DC 16 for half. Box of 15 has PDC of 20. Rounds are 2" in diameter, 3.5 inches in length.
New Ammo
RP-03A Armour Piercing Medium Cartridge: 3d6 fire damage ignores 6 points of DR/Hardness, box of 20 has PDC of 18. The rounds are 1.25" in diameter, 2.5 inches in length.




ModelXP1000
The XP1000is Remington's first weapon to use the new self contained plasma rounds. Sinceeach round contains the energy to create the plasma itself, the XP1000 usesvery reliable designs for the action, although the materials used in thehammer, chamber and barrel are all highly heat resistant and designed towithstand the stress of firing a plasma round.
It lookslike a much thicker version of the old Model 870 pump action shotgun, only withno cartridge ejection port as the whole cartridge is consumed as the round isfired, using the pump action to load the next round into the chamber. TheXP1000 normally uses the RP-02 cartridges, but can also use the RP-01cartridges, doing so only lowers the damage.
ModelXP1000 (PL6)
Damage:3d8 for RP-02 or 3d6 for RP-01
Critical:20
DamageType: Fire (or whatever type your campaign has plasma weapons as)
RangeIncrement: 55 ft, 60 ft for RP-01 Light Cartridge
Rate ofFire: Semi
Size:Large
Weight:11.5 lbs
Ammo: 7int
Purchase:pDC21 +3 Military





SuperSpartan 3100X
The SuperSpartan is a plasma cartridge upgrade to the Spartan 310. Using 29.5"length barrels that are hexagonal in shape, a total diameter of just over twoinches, the Super Spartan makes the original Spartan look like a BB gun. Usingthe same break action, only upgraded with newer materials, the Super Spartan issimple to use and maintain, although slow to reload, still makes it anexcellent weapon to use in tight quarters, especially against armoured foes.
SuperSpartan 3100X (PL6)
Damage:4d10 fire damage, ignores 5 points of DR/Hardness RP-04
Critical:20
DamageType: Fire (or whatever type your campaign has plasma weapons as)
RangeIncrement: 50 ft
Rate ofFire: Semi
Size:Large
Weight:17.5 lbs
Ammo: 2int
Purchase:pDC23 +2 Restricted
Special:Requires a minimum strength of 16 to use properly, or suffers a -3 to attackrolls, takes a full round plus a move action to reload a Super Spartan unless aspeed loader is used, then only a full action is used.





Model 9100
The 9100isn't very remarkable in looks except for it's angular design, using a bullpuparrangement, it's the first design to use a magazine instead of an internaltube or break action. The 9100 also has two universal mounts, one under thebarrel to allow for alternate weapons, which with the sturdier design allowsfor heavier weapons to be used (must have sufficient strength to wield bothweapons if a large alternate weapon is used). A universal mount is atop thebarrel for different scopes to be used. The 9100 uses the Standard cartridge,although medium ones can be used.
Model 9100(PL6)
Damage: 5d6for RP-03 or 3d8 for RP-02
Critical:20
DamageType: Fire (or whatever type your campaign has plasma weapons as)
RangeIncrement: 75 ft
Rate ofFire: Semi, Auto
Size:Large
Weight:14.5 lbs
Ammo: 25box or 30 for RP-02. A 50 rd drum (60 for RP-02s) is available.
Purchase:pDC23 +3 Military
 

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Model 1001A Plaszooka
The Model 1001A is Remmington's update to the age old classic bazooka. Fairly simple in construction, a tube that is placed over the shoulder with a pistol grip where the trigger is and a fairly simple sight with a 30x scope built in. A box magazine is fed into the back of the tube from the top. The 1001A is ambidexterous, with the sight/scope able to twist around to the other side for left or right handed use, and the shoulder rest is adjustable for a more comfortable position.
Model 1001A (PL6 Heavy Weapon)
Damage: 5d10 for RP-05, RP-05A, -05H and -05DP rounds can be used, adjust damage accordingly.
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as)
Range Increment: 120 ft.
Rate of Fire: Semi
Size: Large
Weight: 14.5 lbs
Ammo: 5 box
Purchase: PDC23 +3 Military


Model 7500

The 7500is Remmington's entry into heavier weapons. About the size of the old M2 50 calmachine gun, only with a larger diameter barrel, more angular design. The basic7500 uses the RP-03 in disintegrating link belts and comes with a tripod.Usually used in two or three man teams, and used in a similar manner as the oldM2, including mounting on vehicles.

Model 7500(PL6 Heavy Weapon)
Damage:5d6 for RP-03 or 3d6, ignore 6 points of DR/hardness for RP-03A
Critical:20
DamageType: Fire (or whatever type your campaign has plasma weapons as)
RangeIncrement: 95 ft
Rate ofFire: Semi, Auto
Size:Huge
Weight: 58lbs
Ammo: 50round disintegrating link belts.
Purchase:pDC25 +3 Military

Model7500M
The 7500Mis identical to the 7500 except that it is designed to be mounted to theunderside of arms of small mechs (large sized mechs) with a slightly longerbarrel, holds four belts worth of ammunition. Each mount dedicated to ammoholds five additional belts.
EquipmentSlots: 1
Activation:Attack action
RangeIncrement: 105 ft
Target:Autofire
Duration:Instantaneous
SavingThrow: None
PurchaceDC: 26
Restriction:Military (+3)

Model7500ML
The 7500MLis identical to the 7500M except it was designed for use on larger mechs. Itcan either have a fixed external mounting, which allows for larger ammocapacity than the 7500M or a retractable internal mounting the same size ammocapacity as the 7500M. The external mounting holds 7 belts of 50 rounds ofRP-03 while the internal mounting holds only four.
EquipmentSlots: 1
Activation:Attack action
RangeIncrement: 105 ft
Target:Autofire
Duration:Instantaneous
SavingThrow: None
PurchaceDC: 26 external (27 internal)
Restriction:Military (+3)

The 7500MLcan be mounted on a fully articulated turret mounting, with linking to a combattargeting computer. With a powerful enough computer, the 7500ML could be usedas a defensive weapon to automatically target and attack targets other thanthose the pilot targets, which can prevent others from flanking the mech. Theturret mounting increases the cost to PDC 28 Mil (+3).




RemmingtonD1000 Hammer

Remmingtonreleased the D1000 Hammer in an attempt to combine both more conventionalballistic weapons with their new plasma rounds. Taking advantage of the newcharge rounds (electrochemical propellants) for the main rifle in a bullpupconfiguration with an intregrated underbarrel plasma cartridge weapon using apump action similar to under barrel shotguns using the RP-02 standardcartridges. Comes with an intregrated x10 scope with nightvision and thermalvision modes.

Model D1000(PL6 Personal Firearms Proficiency)
Damage:2d10 charge rifle, 3d8 for RP-02 Standard Cartridge
Critical:20
DamageType: Ballistic for charge rifle, Fire (or whatever type your campaign hasplasma weapons as) for plasma weapon
RangeIncrement: 160 ft charge rifle, 55 ft for plasma cartridge
Rate ofFire: Semi, Auto for charge rifle, semi for plasma cartridge
Size:Large
Weight:16.5 lbs
Ammo: 60box for charge rifle, 5 internal for plasma cartridge
Purchase:25 (+3 Mil)
AlternateWeapon: Underbarrel Plasma Cartridge
Intregated x10 scope with night and thermal modes.






Model 510

The 510 isRemmington's first plasma cartridge pistol, using a semi automatic action.Since plasma cartridge rounds are much bigger than most ballistic rounds, theammo clip is in front of the trigger, similar to the old Mauser C96. The 510uses the light cartridges, to allow the most amount of rounds, coming in astraight 7 round or banana 14 round clips. The 510 has a more curved sleekdesign over Remmington's more angular designs thus far seen that feature theplasma cartridges.

Model 510(PL6 Personal Firearms Proficiency)
Damage:3d6 RP-01
Critical:20
DamageType: Fire
RangeIncrement: 45 ft
Rate OfFire: Semi
Magazine:7 box or 14 box
Size:Medium
Weight: 4lbs
PurchaseDC: 17
Restriction:Lic (+1)
 

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