CORELINE (D20 Modern/D20 BESM Setting).

Oh, yeah, another example of an "inter-dimensional FTL" is the Warp... as in the 40K version... and that one's got a few problems even if it's more calm now. And the "Drive space" star drives of "Star*Drive", which have the quirk that it ALWAYS takes five days (121 hours) to navigate Drive Space to go wherever you're aiming at (and the most powerful drive of that 'verse has a range of 50 light years per jump, but in the Core Timeline I guess people have done mods to enhance that range... with varying degrees of success).

There's others with their own pros and cons like relativity still working, or maybe it's "Faster Than Light" but its comparative range is short (the Tau Empire's FTL drives and the "Traveller" universes' shutter drives).
 

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kronos182

Adventurer
Cardassian

Cardassians are a humanoid species easily identifiable by their light-grey skin, two thick vertical neck ridges that receded back to the crown of their head, and an inverted tear-shaped ridge in the center of the forehead. The ridge is thickest immediately above the eyes, protecting them and creating an deep-set appearance. This trait earned them the derogatory nickname "spoon heads." Cardassians are known for their ruthlessness, secrecy, use of covert action and deception that rivals the Romulans, and being extremely xenophobic to other races, believing they should dominate all others.
Cardassians have poor hearing, but their minds are sharp and have photographic memories, and place a great amount of value on family and with their hierarchical culture, placing the State at the top in public life, and parents within the home. Advanced age is also highly valued as a sign of strength, power and wisdom.

Racial Traits:
Ability Modifiers: +1 Intelligence, +1 Wisdom, -2 Charisma - Cardassians are intelligent and very cunning and weary of all other races.
Medium: As Medium creatures, Cardassians have no special bonuses or penalties due to their size.
Speed: Cardassians base land speed is 30 feet.
Racial Skills: -2 to Listen checks due to their poor hearing.
Extreme Loyalty: Cardassians are extremely loyal, particularly to family and State. Any skills, checks or rolls related to their allegiances gain +1
Planetary Adaptation: Hot World. Cardassians come from a hot planet, Cardassian Prime, granting them +4 on Fort saves against extreme heat (but don't gain fire resistance as per d20 Future pg 13)
Photographic Memory: +2 to Knowledge checks and Intelligence checks to remember something they have previously seen.
Training: Due to the nature of Cardassian society, all Cardassians receive some training in gathering information to use against their enemies. Cardassians gain Bluff, Gather Information as class skills, and if they already are class skills, gain +1 bonus.
Reputation: Cardassians, being so well known for being secretive and brutal gain +1 Reputation and +1 to Intimidation checks.
ECL: +1

Klingon

Klingons are a humanoid warrior species from the planet Qo'noS (pronouced Kronos), and have a powerful empire that spans part of the Beta and Alpha Quadrants. They are a proud, tradition-bound people who value honour and combat. The warrior ethos is an important aspect of Klingon society, even in non-combat roles, such as in family matters it can be found. Due to their strong warrior ways and traditions, Klingon medical science is not very advanced. Females and males are considered equals in everything except in leadership roles in politics and military which are dominated by males, with a few exceptions, while females traditionally dominated the household and management of the family's affairs. With the military so integral to Klingon society, every Klingon, even those not in the military, have some military combat training, especially with traditional Klingon bladed weapons. This also makes discipline strictly enforced not only by superiors but also subordinates, particularly if one's honour is at stake.
As expected of a warrior race, Klingons are physically strong, durable and fast. Easily identifiable by the ridges on their heads, down their backs. Many also have armoured bone plating covering their spines, shoulders, parts of their hands, feet, arms and legs, varying from individual to individual. All Klingons poses a robust anatomy, with a great deal of multiple redundancy in their organs, including two livers, an eight-chambered heart, three lungs and multiple stomachs. All of this allowing them to suffer wounds that would be fatal to any other species, and give them great stamina and endurance on the battlefield. Klingon teeth are generally sharp, with two larger fangs (incisors). Many Klingons, both male and female, grow long curly or wavy thick luxurious hair, with males able to grow beards. Both genders can also go completely bold, however this is more common amongst males. Due to their redundant organs, Klingons typically live up to 150 years, with those that live that long, remaining quite strong and able warriors right up to their deaths.

Racial Traits:
Ability Modifiers: +4 Strength, +2 Constitution, -1 Intelligence, -2 Charisma. Klingons are strong and hearty, but on average are not as intelligent, and their warrior ways and aggression, and honour system can make them difficult to understand or interact with.
Medium: As Medium creatures, Klingons have no special bonuses or penalties due to their size, however they tend to be larger than average humanoids, with 6 feet or taller being the average height.
Speed: Klingons base land speed is 35 feet.
Racial Skills: +1 Listen, +1 Spot and +1 Survival skills. Klingons evolved from predators, allowing them to find prey, and their multiple stomachs and redundant organs allow them to live off the land and eat things that most species find unpalatable.
Extreme Loyalty: Klingons are extremely loyal and honour bound, particularly to family, their Empire and their personal honour. Any skills, checks or rolls related to their allegiances gain +1
Planetary Adaptation: Hot World. Cardassians come from a hot planet, Cardassian Prime, granting them +4 on Fort saves against extreme heat (but don't gain fire resistance as per d20 Future pg 13). Klingons suffer -1 to all rolls when in temperatures below freezing, they dislike the cold.
Redundant Organs: Due to the redundant organs Klingons have, any critical attack against them has a 50% chance to be considered a regular hit. When reduced to 0 hit points, the Klingon is not considered dying, and able to act normally until dead at -15 hit points. Taking actions while below 0 hit points does not cause additional hit point damage, unless suffering from effects such as from the wounding magical ability from weapons, or similar effects that continue to do damage over time.
Training: As a warrior race, all Klingons are taught how to use a number of traditional weapons, granting all Klingons Simple Weapon Proficiency, and proficiency in the Bat'leth, swords, gin'tak spears.
Reputation: Klingons are well known for being a proud warrior race, giving them +1 to Reputation. They also gain a +2 bonus to Intimidation checks.
ECL: +2
 

kronos182

Adventurer
A Starfleet NPC a team of PCs might encounter and can possibly hire for a while.

Dr. Selar

Dr. Lieutenant Selar is a Vulcan medical officer in Starfleet, who was assigned to the U.S.S. Enterprise D at one point. She is well versed in xenobiology for treating multiple species, and is currently assigned to the Sol system by Starfleet to aid any relief agencies that require assistance. She has also assisted in helping several major cities in North America set up facilities to treat non-human patients. She also has orders from Starfleet, when not helping a medical organization, to assist small groups, such as adventurers for the purpose of gathering additional information on the different races that are not documented in Starfleet Medical records.

Dr. Lieutenant Selar
Smart Ord 3/Dedicated Ord 3
CR: 6;
Type: Medium sized Vulcan;
HD: 3d6+3 plus 3d6+3, HP 27;
Mass: 10;
Init: +1;
Speed: 35 ft;
Defense: 15, touch 15, flat-footed 13 (+2 Dex, +3 Class);
BAB: +3;
Grap: +2;
Attack: +3 melee (1d3 nonlethal, unarmed strike), or +5 ranged type 1 phaser (varies);
Full Attack: +3 melee (1d3 nonlethal, unarmed strike), or +5 ranged type 1 phaser (varies);
Special Attacks:
SQ: Vulcan traits
FS: 5 ft by 5 ft;
Reach: 5 ft;
AL: Federation, Starfleet;
SV: Fort +4, Ref +4, Will +5;
AP: 0;
Rep: +2;
Abilities: Str 10, Dex 15, Con 12, Int 15, Wis 13, Cha 10;
Occupation: Doctor (Craft [Pharmaceutical], Knowledge [earth and life sciences])
Skills: Computer Use +8, Concentration +4, Craft (chemical) +10, Craft (pharmaceutical) +10, Decipher Script +4, Investigate +10, Knowledge (earth and life sciences) +10, Knowledge (physical sciences) +10, Knowledge (technology) +7, Listen +3, Profession +7, Read/Write English, Read/Write Vulcan, Read/Write (other), Research +13, Search +6, Speak English, Speak Vulcan, Treat Injury +8
Feats: Educated (knowledge [earth and life sciences] and knowledge [physical sciences]), Medical Expert, Personal Firearms Proficiency, Simple Weapons Proficiency, Surgery, Planetary Adaptation: Barren World, Nerve Pinch.
Possessions: Starfleet Uniform, PADD (tablet sized, functions as upgraded desktop with wireless capabilities, 1 picobyte of data storage), pharmacist kit, advanced medkit, Type 1 phaser (TNG era), medical tricorder, comm badge with built in universal translator.

Medical Tricorder
The medical tricorder is a specialized scanning device made by Starfleet designed to help doctors and others in the medical field diagnose patients quickly and effiencently. It functions as a standard tricorder, but has a removable hand scanner to allow the user to scan more focused areas.
Functions as a GPS, chemicomp, geocomp, both granting only +4 to checks, motion sensor (50 ft range), medicomp +6 to Treat Injury checks, medical database with basic information on over 50 different species, functions as MRI and CAT scanner with use of hand unit a range of only 6 inches (takes about 5 minutes to do full scan). Detect energy signatures and lifeforms (can identify the lifeform's species if has their data programmed) out to 2000 feet, emit distress beacon, wireless modem.
Weight: 4 lbs
PDC: 17 (14 for Starfleet Medical personnel).
 
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kronos182

Adventurer
Since someone mentioned Ratchet and Clank..

Here's some Ratchet and Clank items...

OmniWrench

The OmniWrench is a versatile item that is a useful tool, can be magnetized to pickup nearby metallic items, used as a melee weapon and can be thrown and returns to the user. Most follow a basic design, and most can be upgraded with several upgrades giving them greater capabilities.
The OmniWrench is basically a mechanical toolkit, only without parts, like a large multitool, allowing those to make Craft (mechanical) or Repair checks without penalties. The magnetic tether, which is projected from the two prongs that make up the primary wrench component of the OmniWrench at the top, can be used to pull metallic items toward the user, or used to move the items around, which can be used to strike an opponent out of melee range. Powerful versions can even be used to allow the user to use it like a grappling tether, but only on objects that are metallic. Basic units can lift up to 50 lbs with a range of up to 30 feet. If used to move items to strike a target, the user must make a ranged touch attack at -2, and deals 1d4 bludgeoning damage per 10 lbs of the object(s). When pulled towards the user, the objects travel at 30 ft per round. Every round of use of the magnetic tether uses 1 charge, uses a standard power pack. Many can be upgraded with common equipment gadgets, as well as specific OmniWrench specific upgrades.

OmniWrench 300
The OmniWrench 300 is the basic model upon which virtually all other OmniWrenches are based on. It's a very basic model with little room for upgrades, but it is cheap, functional, and many mechanics will have one as a back up tool if they use any OmniWrenches or similar type tools.

OmniWrench 300 (PL6-7, Simple Weapons Proficiency)
Damage: 1d8
Critical: 20 x2
Damage Type: bludgeoning
Range Increment: 15 ft thrown up to 5 range increments, or melee
Rate of Fire: -
Size: Medium
Weight: 8 lbs.
Ammo: 50 box
Purchase DC: 14
Notes: When thrown, the OmniWrench returns to the user like a boomerang, requiring the user make a Dexterity check DC 10 to catch it, failure means the user didn't catch the OmniWrench and it drops to the ground at the user's feet. A failure by more than 5 means the OmniWrench flew past the user 1d4x5 feet and lands on the ground. Magnetic tether 30 ft 50 lbs capacity, acts as mechanical toolkit. Has 1 upgrade slot.

OmniWrench 10000
The OmniWrench 10000 is a heavier and more reinforced version of the basic OmniWrench, with upgraded tools, greater range and carrying capacity for the magnetic tether. Additionally, the 10k can, when used as a melee weapon, be energized so that it deals more damage

OmniWrench 10000 (PL6-7, Simple Weapons Proficiency)
Damage: 1d8
Critical: 20, x2
Damage Type: bludgeoning
Range Increment: 15 ft thrown up to 5 range increments, or melee
Rate of Fire: -
Size: Medium
Weight: 10 lbs.
Ammo: 50 box
Purchase DC: 15
Notes: When thrown, the OmniWrench returns to the user like a boomerang, requiring the user make a Dexterity check DC 10 to catch it, failure means the user didn't catch the OmniWrench and it drops to the ground at the user's feet. A failure by more than 5 means the OmniWrench flew past the user 1d4x5 feet and lands on the ground. Magnetic tether 50 ft 60 lbs capacity, acts as mechanical toolkit, energized strike. Has 2 upgrade slots.
Energized Strike - The user can charge the striking end with electrical energy, adding 1d4 electrical damage, uses 1 charge for every 5 rounds activated. If activated for less than 5 rounds, still uses 1 charge.

OmniWrench 12000
The OmniWrench 12000 is an upgrade of the 10K with upgraded tools, greater range and carrying capacity for the magnetic tether. Additionally, the 12k can, when used as a melee weapon, be energized so that it deals more damage and has more upgrade slots for greater customization.

OmniWrench 12000 (PL6-7, Simple Weapons Proficiency)
Damage: 1d10
Critical: 20, x2
Damage Type: bludgeoning
Range Increment: 15 ft thrown up to 5 range increments, or melee
Rate of Fire: -
Size: Medium
Weight: 12 lbs.
Ammo: 50 box
Purchase DC: 16
Notes: When thrown, the OmniWrench returns to the user like a boomerang, requiring the user make a Dexterity check DC 10 to catch it, failure means the user didn't catch the OmniWrench and it drops to the ground at the user's feet. A failure by more than 5 means the OmniWrench flew past the user 1d4x5 feet and lands on the ground. Magnetic tether 100 ft 80 lbs capacity, acts as mechanical toolkit granting +1 to checks, energized strike. Has 2 upgrade slots.
Energized Strike - The user can charge the striking end with electrical energy, adding 1d6 electrical damage, uses 1 charge for every 3 rounds activated. If activated for less than 3 rounds, still uses 1 charge.


OmniWrench Millennium 12K
The Millennium 12K is a more powerful and versatile OmniWrench, replacing the magnetic tether with a kinetic tether, which uses gravity technology based on grapple tethers, allowing the user to move any objects within the Millennium 12K's weight limit.

OmniWrench Millennium 12K (PL6-7, Simple Weapons Proficiency)
Damage: 1d10
Critical: 20, x2
Damage Type: bludgeoning
Range Increment: 20 ft thrown up to 5 range increments, or melee
Rate of Fire: -
Size: Medium
Weight: 12 lbs.
Ammo: 50 box
Purchase DC: 18 (Lic +1)
Notes: When thrown, the OmniWrench returns to the user like a boomerang, requiring the user make a Dexterity check DC 10 to catch it, failure means the user didn't catch the OmniWrench and it drops to the ground at the user's feet. A failure by more than 5 means the OmniWrench flew past the user 1d4x5 feet and lands on the ground. Kinetic tether, acts as mechanical toolkit granting +1 to checks, energized strike. Has 3 upgrade slots.
Energized Strike - The user can charge the striking end with electrical energy, adding 1d6 electrical damage, uses 1 charge for every 3 rounds activated. If activated for less than 3 rounds, still uses 1 charge.
Kinetic Tether - similar to the magnetic tether, only uses gravity and able to move any object, not just metallic ones. Has a range of 100 ft with a weight capacity of 70 lbs.

Fission Lance
This OmniWrench is considered illegal and seen more as a weapon as it is encased in a highly radioactive Raritanium isotope that gives it a burning effect. Due to the radiation, the user requires NBC protection, and has a special case to store it in when not in use.

Fission Lance (PL6-7, Simple Weapons Proficiency)
Damage: 1d10 +1d6 fire + radiation
Critical: 20, x2
Damage Type: bludgeoning
Range Increment: 15 ft thrown up to 5 range increments, or melee
Rate of Fire: -
Size: Medium
Weight: 14 lbs.
Ammo: 50 box
Purchase DC: 21 (Illegal +4)
Notes: When thrown, the OmniWrench returns to the user like a boomerang, requiring the user make a Dexterity check DC 10 to catch it, failure means the user didn't catch the OmniWrench and it drops to the ground at the user's feet. A failure by more than 5 means the OmniWrench flew past the user 1d4x5 feet and lands on the ground. Kinetic tether, acts as mechanical toolkit granting +1 to checks, energized strike. Has 3 upgrade slots.
Energized Strike - The user can charge the striking end with electrical energy, adding 1d6 electrical damage, uses 1 charge for every 3 rounds activated. If activated for less than 3 rounds, still uses 1 charge.
Kinetic Tether - similar to the magnetic tether, only uses gravity and able to move any object, not just metallic ones. Has a range of 100 ft with a weight capacity of 70 lbs.
Radiation - Fission Lance uses radioactive material in its construction, requiring the user to wear NBC protective gear while using the Fission Lance. Anyone struck by the Fission Lance is exposed to lightly radioactive materials (d20 Future page 81). However multiple strikes have a cumulative effect, every 5 successful strikes increases the level of radiation the target is exposed to and the saves required.

Wrench Mods
Fire-Bomb
This mod allows the OmniWrench to launch small explosive balls of fire with a swing of the wrench. Adds a red cylinder that wraps around the base of the wrench head. As part of an attack action, activating the Fire-Bomb, the user swings the OmniWrench making a ranged touch attack at -1 to throw a red glowing explosive that deals 3d6 fire damage to a 5 foot radius, Reflex save DC 14 for half. Uses 2 charges per fire-bomb, adds 3 lbs to the OmniWrench, uses 1 OmniWrench upgrade slot. PDC: 15

Shock Crystal
This mod sprouts a ring of sharp crystals around the user with a swing. Adds a teal coloured cylinder that glows when active to the base of the wrench head. As a full round attack action, the user can swing the OmniWrench to cause a ring of sharp large crystals to sprout in a 10 foot diameter area around the user. These crystals are about 3 to 3.5 feet tall, granting the user one-quarter cover (+2 to Defense, +1 Reflex), or one-half (+4 Defense, +1 Reflex) if kneeling. Anyone attempting to cross the crystal ring suffers 2d4 slashing damage. The crystal ring lasts for 1d4+1 rounds, and has 20 hit points, with a hardness of 7, lasers deal half damage to the crystals. Uses 5 charges per use, adds 4 lbs, uses 2 OmniWrench upgrade slots. PDC: 16

Wild Burst
This causes the wrench to exude and dribble putrid toxins, causing those struck to suffer from a contact poison. A dark green cylinder is added to the base of the wrench head. As a free action, the user can activate this mod which coats the wrench's striking surface in a contact poison, dealing 1d2 Con damage initially, 1d4 Con damage secondary damage, Fort save DC 15 is required. Uses 1 charge per round of activation, adds 4 lbs, uses 1 OmniWrench upgrade slot. PDC: 16 Illegal +4.

Bomb Glove
This oversized gauntlet, with two large cables that attach from the back of the hand to the wrist, uses nanotechnology to generate small explosives that detonate when thrown. As part of an attack action, the user creates a small grenade in the palm, which must be thrown within 5 rounds or it explodes. Upon striking a target, or object, it deals 2d6 damage half fire, half slashing to a 5 foot radius area, Reflex save DC 14 for half damage. A standard power pack provides power for the nanotechnology that creates the explosives, requiring 2 charges per grenade created. The glove is armoured to act as a pair of brass knuckles for unarmed strikes

Bomb Glove (PL7 Simple Weapons Proficiency)
Damage: 2d6 / 1d4
Critical: - / x2
Damage Type: fire and slashing / bludgeoning
Range Increment: 15 ft thrown / melee
Blast Radius: 5 ft
Rate of Fire: Single
Size: Small
Weight: 3 lbs
Ammo: 50 box
Purchase DC: 15
Notes: Acts as brass knuckles, hinders fine motor skills in equipped hand, Dexterity based skills suffer -2.

Decoy Glove (PL 6-7)
This large gauntlet manufactured by Gadgetron, allows the user to create balloon decoys modeled after the user, after it scans the wearer upon donning the Decoy glove, which the user can give simple instructions to move in a direction, to act as a decoy. These balloons mimic the size and shape of the wearer, and emits the approximate thermal signature and sound of the wearer walking. Each balloon has 3 hit points, Defense of 11 (smaller ones gain size bonus to Defense) and weighs only 5 lbs, able to mimic the appearance of any humanoid creature between tiny and medium sizes, and last 1d4+1 minutes or unless destroyed. The wearer gives the decoy simple instructions such as "move that way", or "walk in a circle", or "stay here". Each power pack provides enough power to create 20 decoys. Wearing the glove imposes a -2 penalty to skills requiring fine dexterity.
Weight: 6 lbs
PDC: 15

Blaster
The blaster is a cheap energy weapon produced by Gadgetron, dealing light damage, but has rapid-fire capability and a large ammo capacity.

Blaster (PL6 Personal Firearms Proficiency
Damage: 1d4
Critical: 20 x2
Damage Type: electrical
Range Increment: 40 ft
Rate of Fire: S, A
Size: Medium
Weight: 4 lbs
Ammo: 100 box
Purchase DC: 14
Notes: Has 3 round burst setting (autofire used with burst feat can be used with only 3 rounds left), rapid-fire mode.
Rapid-Fire Mode - this setting, free action to switch to once per round, allows the user to fire multiple shots at once. Uses 5 charges and increases damage by +3 die, but suffers -3 to attack rolls. Can be used with autofire, increasing damage by +3 die and Reflex save by +2, but uses x5 charges.

Swingshot
Developed by Gadgetron, the Swingshot is a wrist mounted grapple hook and wench with a 50 ft line, allowing the user to scale heights or swing about. The line is able to support up to 300 lbs, which allows the wearer to pull items closer to them. Cable has Break DC 30, 15 hit points, hardness 10. Reels in line at a rate of 25 ft per round.
Weight: 4 lbs
PDC: 13
 


kronos182

Adventurer
Some more Ratchet and Clank items.

Miniturret Glove
This large gauntlet manufactured by MegaCorp, allows the user to create egg shaped shells that deploy into small laser turrets. While the miniturret glove is worn, the hand is covered with the barrel that launches the miniturret egg. Each miniturret has 5 hit points, Defense of 14, hardness 1, diminutive size and weighs only 5 lbs, armed with a laser that deals 2d4 fire damage, range of 50 feet total, +1 to attack rolls, with 20 shots available. The turret lasts 1d4+1 minutes or unless destroyed, or if it runs out of ammunition it self destructs, dealing 2d4 damage to a 5 ft radius. The turret has basic video and audio sensors with a total +3 to Spot and Listen checks to find hidden targets. It attacks anything of small or larger size within 50 feet that is not designated friendly by the user before it is launched, usually tied to the user's HUD and IFF system. Each power pack provides enough power to create 15 miniturrets. Wearing the glove makes the hand unavailable for use, but is designed for quick donning and removal, taking a move action to don, while the quick release system removes the miniturret glove as a free action.
Weight: 9 lbs
PDC: 21 (Mil +3)

Thermanator (PL 6)
The Thermanator is a device that can thaw or freeze any pool of water, although it can't be used to freeze or thaw oceans. By training the beam, and selecting thaw or freeze, it can freeze or thaw 10 gallons of water per round. Each round of use uses 1 charge from the power pack, which has a 50 charges.
Weight: 5 lbs
PDC: 11

Plasma Coil
The plasma coil is a short, heavy blue and silver pistol with three rotating holed claws on the end of the barrel, and fires balls of plasma, that after striking a target, releases a burst of electrical energy, which can also stun targets.

Plasma Coil (PL 7 Personal Firearms Proficiency)
Damage: 4d10 + 3d6
Critical: x2 (against target struck)
Damage Type: fire (plasma) and electrical
Range Increment: 40 ft
Blast Radius: 10 ft
Rate of Fire: Single
Size: Medium
Weight: 6 lbs
Ammo: 20 box
Purchase DC: 22 (Mil +3)
Notes: Target struck suffers the 4d10 fire and all, including the target struck, suffer the 3d6 electrical damage, Reflex save DC 14 for half, the target struck must save DC 17 for half damage. Also all targets in the blast radius must make a Fort save DC 13 or be stunned for 1d4 rounds.


Blitz Gun
The Blitz gun, made by MegaCorp, is a medium sized shotgun with a large squared barrel with a lower small muzzle below it. It features an orange targeting computer above the muzzle, with a left-hand grip. The blitz gun fires scatter shots which are followed by arcs of lightning.

Blitz Gun (PL6 Personal Firearms Proficiency)
Damage: 2d8 + 3d6
Critical: 20 x2
Damage Type: ballistic plus electricity
Range Increment: 40 ft
Rate of Fire: Semi
Size: Large
Weight: 15 lbs
Ammo: 25 box and 50 box power pack
Purchase DC: 21 (Mil +3)
Notes: Uses 12 gauge ammunition plus a standard power pack. Targeting computer grants +1 to attacks within first 2 range increments.

Lancer
A silver metallic pistol with red decorations and a red trigger, the nozzle and barrel glow orange, the same colour as the energy bolts it fires that explode on contact. Two red and black wires on the top connect the nozzle to the main body of the Lancer.

Lancer (PL6 Personal Firearms Proficiency)
Damage: 2d8 +2d6
Critical: 20 x2
Damage Type: Energy
Range Increment: 60 ft
Blast Radius: 5 ft
Rate of Fire: Semi
Size: Medium
Weight: 5 lbs
Ammo: 50 box
Purchase DC: 20 (Res +2)
Notes: Targets struck suffer 2d8 plus the 2d6 damage, those in the blast radius suffer only the 2d6 energy damage, Reflex save DC 13 for half damage.

Lava Gun
The Lava Gun is a rifle with a red glowing canister in front of the trigger guard. It fires a stream of lava that continues to burn for awhile, making it an excellent weapon for tactical purposes as the continuing lava burning leaves areas the weapon has fired in dangerous to travel through. The Lava gun uses a power pack to power the nanotechnology that creates the lava blasts.

Lava Gun (PL7 Simple Weapon Proficiency)
Damage: 4d6
Critical: -
Damage Type: Fire
Range Increment: 40 ft line, 5 ft wide
Rate of Fire: Single
Size: Large
Weight: 20 lbs
Ammo: 30 box
Purchase DC: 22 (Mil +3)
Notes: Targets in the line must make Reflex save DC 15 for half damage. Targets struck and the ground in the area the line passed through continue to take damage, suffering 2d6 for 1d4+2 rounds, unless the lava is scrapped off, Reflex save DC 13 as a full round action, or is sufficiently cooled (submerged in cold water for 2 full rounds, or at least 5 points of cold damage done).

Weapon Mods
Napalm Mod
This mod can only be added to weapons that use explosive ammunition. The weapon has a small nanotech factory mounted to where the ammunition feed is, and the clip is slid into this device. This mod modifies the ammunition so that when it detonates, it leaves behind a pool of lava that sticks to the target and the burst area, continuing to deal damage for 1d4 rounds, dealing 50% of the original damage dealt each round. The lava can be scrapped off as a full round action, or submerged in water for two rounds, or at least 3 points of cold damage dealt. Adds 3 lbs to weapon. PDC: 15 Mil +3

Freeze Mod
This mod can be added to weapons with physical ammunition, adding a light blue device around the ammunition feed. Adds 1d6 cold damage to the projectile, and targets struck must make Fort save DC 15, or be Slowed (speed reduced by half, -2 to attack, skills and Reflex saves) for 1d4 rounds. Targets vulnerable to cold suffer -2 to their Fort save, and duration is doubled. Adds 4 lbs to weapon. PDC: 15 Mil +3

Acid Mod
This mod can be added to weapons with physical ammunition, adding a green device around the ammunition feed. This device injects each shot with high molarity hydrofluoric acid, adding 1d6 acid damage that deals 1d4 acid damage the next round. Adds 3 lbs to the weapon. PDC: 16 Mil +3

Shock Mod
This mod can be added to weapons with physical ammunition, adding a light blue device around the ammunition feed. This mod modifies the ammunition to emit an electrical burst once it strikes a target, dealing 1d6 electrical damage to the target and those in a 10 ft burst, Reflex save DC 13, the initial target struck doesn't get the save. PDC: 15 Res +2.

Impact Mod
This mod, added to physical non-exploding ammunition weapons, modifies the ammunition with nano-scale anti-gravity repulsor particles, creating a small concussion wave upon impact, knocking the target back. Targets struck must make a Reflex save DC 15 or be knocked prone, a failure by more than 5 knocks the person back 5 feet and prone. A successful save the target is only Dazed for 1 round. Adds a 2 lbs grey device around the ammunition feed of the weapon. PDC: 14 Res +2
 

kronos182

Adventurer
A few Star Trek weapons I statted up really quick.

Bat'leth
The Bat'leth is a traditional weapon of Klingons for centuries and considered an honourable weapon. A crescent shape, with typically three hand holds along the outer curve, with typically at least two bladed protrusions along the inner bladed curve. The weapon is well balanced, sharp and deadly, able to remove an opponent's head in a single swing. Able to be wielded with one hand or two equally easily, a well versatile weapon, easily making slashing attacks, or piercing attacks with the protrusions or points at the ends of the crescent.

Bat'leth (PL 4 Exotic Weapon Proficiency, Klingon)
Damage: 2d6 / 2d4
Critical: x3 / 19-20 x2
Damage Type: Slashing / Piercing
Size: Large
Weight: 12.6 lbs
Purchase DC: 15 (13 for Klingons)
Notes: Can make piercing or slashing attacks, not both at same time. Can be wielding one or two handed. If wielding is holding one of the handles close to the end of the crescent with both hands, gains the benefit of the Power Attack feat even if they don't have it. If wielder has the Power Attack feat, deals 1.5 damage per -1 to attack roll. Also gains benefit of Strength bonus of x1.5 when wield two handed in any way.

Isomagnetic Disintegrator

The isomagnetic disintegrator is a Federation Starfleet shoulder-mounted directed-energy weapon that fires a purple energy bolt. This is one of the few disruptor style weapons that Starfleet uses, as the isomagnetic energy that is fired disrupts electromagnetic field of a target, making it able to stun targets, and has less damaging long term effects when used on stun than normal disruptors. The discharge affects a larger area, making the weapon excellent for use against massed infantry or armoured targets. It requires special power packs to power the weapon.

Isomagnetic Disruptor (PL 6, Exotic Firearms Proficiency)
Damage: 3d10, 4d10, 5d10, 6d10, 7d10
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 150 ft
Blast Radius: 15 ft
Rate of Fire: Semi
Size: Large
Weight: 20.5 lbs
Ammo: 15 box
Purchase DC: 22 Mil (+3)
Notes: Damage is dealt to all in blast radius, Reflex save DC 15 for half damage.
Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round. Affects all within blast radius, also deals 1d4 concussion damage to point of impact.
Each damage setting above 3d10 uses 1 extra charge, thus a 6d10 shot uses 3 charges, stun setting uses 1 charge.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a large sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated. Medium sized and smaller targets must make Fort save DC 30.
Armour Piercing Mode - Deals damage in d8s, ignores 5 points of hardness/DR at the point of impact and deals half damage to 10 foot radius, Reflex save DC 14 for half damage, target struck doesn't get to save, uses 1 extra charge per setting.

Regalian Phaser Rifle

Regalian phaser rifles are a common phaser rifle found through out the Alpha Quadrant and beyond. It is fairly simple and straight forward, two lethal settings and a single stun setting, it is weaker than Starfleet phaser rifles, but does have a large ammunition supply, allowing for longer use before needing to reload.

Regalian Phaser Rifle (PL 6, Personal Firearms Proficiency)
Damage: 1d8+2, 2d8+2
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 80 ft
Rate of Fire: Semi
Size: Large
Weight: 8 lbs
Ammo: 150 box
Purchase DC: 17 Res (+2)
Notes: Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds).
Each damage setting above 1d8 uses 1 extra charge, thus a 2d8 shot uses 2 charges, stun setting uses 1 charge.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 25 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
 

Lord Zack

Explorer
http://getterrobo.wikia.com/wiki/Getter_Rays

Getter Rays are a very powerful and dangerous source of power, which are probably sought after by a number of people. However I am wondering if they could be used in Jurassic Park/World to control the exhibits. Low levels of Getter radiation might be used to incapacitate particularly dangerous specimens with out killing them (though I wonder if Indominus Rex would even be susceptible to Getter Ray's due to its hybrid nature).

By the way, good work on the Rachet and Clank weapon stats.
 

kronos182

Adventurer
http://getterrobo.wikia.com/wiki/Getter_Rays

Getter Rays are a very powerful and dangerous source of power, which are probably sought after by a number of people. However I am wondering if they could be used in Jurassic Park/World to control the exhibits. Low levels of Getter radiation might be used to incapacitate particularly dangerous specimens with out killing them (though I wonder if Indominus Rex would even be susceptible to Getter Ray's due to its hybrid nature).

By the way, good work on the Rachet and Clank weapon stats.

Looking over the Getter Rays entry.. I'd still say the Indominus Rex would be affected, as it still uses dino DNA.. unless I'm remembering wrong and it's got some non dino DNA in its mix.. in which case it'd get a bonus to save over other dinos.

Thanks. I have a couple more sitting in partial status sitting on my computer that I just need to finish up.
 

Considering Getter Ray's... Wasn't there rules for Spiral Energy somewhere around here? Or was that over on WOTC?

Think Australium could be used to channel these energies, too.
 

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