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<blockquote data-quote="marcoasalazarm" data-source="post: 2812940" data-attributes="member: 26698"><p><strong>General Progress Level and Setting Weapons.</strong></p><p></p><p>The Progress Level of the setting is generally 5 with some experimental 6 gizmos (it's run-of-the-mill modern-day Earth, take it as you will), with pretty much everything over it (and some of the more outrageous gizmos on any lower PL-that work) being Fiction stuff, at the very beginning, at least.</p><p></p><p>It makes the whole 'take-from-your-enemy's-dead-fingers' that much more necessary, I guess.</p><p></p><p>Following is a bunch of guns I made for the setting, and later will add a list of (major) manufacturers:</p><p></p><p><strong>Mc Grady/Slavicsek LAGS-1/LAGS-2 Sword/Knife/Blaster.</strong></p><p>=Damage: 1d8 (Slashing)/3d8 (Fire) (Sword Version)</p><p>1d4 (Piercing)/2d8 (Fire) (Knife Version).</p><p>=Critical: 19-20 (Sword/Knife)/20 (Lasers).</p><p>=Range Increment: 10 ft (If thrown-Knife), --- (sword), 80 feet (Laser-Sword Version), 40 Feet (Laser-Knife version).</p><p>=Rate of Fire: S.</p><p>=Size: Small (Knife), Medium (Sword).</p><p>=Magazine: 50 box.</p><p>=Weight: 2 lb (Knife), 4 lb (Sword).</p><p>=Purchase DC: 21 (Knife), 23 (Sword).</p><p>=Restriction: Licensed (+1)</p><p>=Feats required: Simple Weapons Proficiency, Archaic Weapons Proficiency (Knife/Sword), Personal Firearms Proficiency (Laser).</p><p></p><p>There has been a lot of reverse engineering by the Reals going on, especially considering that a lot of fiction weapons and gear were not designed to stand the rigors of living in a warzone like this place (well, some of them HAD, but those are rare-whether this is a blessing or a curse is a subject open to debate). Consider this weapon, for example, just released in limited quantities by the recently-formed Mc Grady/Slavicsek Weapons Co. They have based themselves on the design of the weapon used by the Luxan warrior Ka D’Argo from the series “Farscape”, created a longsword with an incorporated hidden laser capacitor, and then went further by miniaturizing the design to a standard combat knife. It has mainly been bought by Farscape fans, weapons collectors and some eccentric adventurers.</p><p>SPECIAL RULES: The LAGS-1 and -2 can only be used as melee weapons or ranged weapons at any given time. Deploying the laser capacitor is done by “splitting” the blade in two, making a melee attack with them awkward at best. (Opening or closing is done as a move action). The lasers cannot fire when the blade is ‘closed’.</p><p>The energy weapons have been slightly reduced in size to accommodate the design specifics, and so require special miniaturized power packs for their use (Purchase DC 10).</p><p></p><p><strong>Mc Grady/Slavicsek WHP-1 BlasterStaff.</strong></p><p>=Damage: 1d6/1d6 (Bludgeoning-Staff), 3d8 (Fire-Laser).</p><p>=Critcal: 20 (Staff), 20 (Lasr).</p><p>=Range Increment: --- (Staff), 40 Feet (Laser).</p><p>=Rate Of Fire: S.</p><p>=Size Small/Medium.</p><p>=Magazine: 50 int.</p><p>=Weight: 4 lb.</p><p>=Purchase DC: 24.</p><p>=Restriction: Restricted (+2).</p><p></p><p>And they’ve done it again, this time basing themselves on the design of the High Guard Force Lance (of course, they’ll readily deny it if they have to). The small blaster is of a practical size, packing a respectable punch and a peculiar sense of versatility in the fact you can extend it into a melee weapon for when you have to smack people silly.</p><p>It looks like a sort of hi-tech flashlight with two buttons. The first one is the trigger for the internal laser system, while the second one extends/retracts and locks the two sections of the staff into place. So far, it has been mostly marketed to the police (especially UCs) and the rare adventurer (or even rarer security-conscious Andromeda fan).</p><p>RULES: The WHP-1 BlasterStaff requires two feats for its use: The Simple Weapons Proficiency (for the staff) and the Personal Firearms Proficiency (for the laser). The staff (when deployed) is a double weapon. You can fight with it as if fighting with two weapons, but you incur all the normal penalties associated with fighting with two weapons as if you wielded a one-handed weapon and a light weapon (see Attacking with Two Weapons in the D20M Combat section). The staff must be extended for you to do melee attacks. The laser can be used whether the staff is extended or retracted, and requires a specialized miniaturized power pack (Purchase DC 13). A small hatch on the staff must be opened to replace the power pack (a full-round action), and the power pack needs to have at least one shot left for the extending system to function.</p><p></p><p>Mc Grady/Slavicsek will also add a DNA recognition device, stun blast module, variable charge and self-destruct device (3d6 concussion damage, 10ft. blast radius, Reflex DC 15, Purchase DC 12) as special orders if the customer wants so.</p><p></p><p><strong>Diggers Technologies G-9 Portable Fusion Pack</strong></p><p>=Damage: 15d6</p><p>=Critical: --</p><p>=Damage Type: Energy.</p><p>=Burst Radius: 20 ft.</p><p>=Reflex DC: 18.</p><p>=Range Increment: --</p><p>=Size: Medium.</p><p>=Weight: 10lb.</p><p>=Purchase DC: 25</p><p>=Restriction: Military (+3)</p><p>The newest brainchild of Gina Diggers, it is the latest in state-of-the-art energy sources. A miniature, short-output nuclear reactor, capable of powering up everything from vehicles to power armors to household appliances, with none of the adverse effects that are common to nuclear-based power systems.</p><p>A large pity, then, that it has some extremely obvious warfare applications.</p><p>RULES: If not armed, the Fusion Pack functions just like a PL7 Power Backpack (D20F, page 74), with enough output to power vehicles and mecha for short periods of time. Disabling the safeties and enabling the Fusion Pack’s self-destruct system is a full-round action, with a timer that can be set to detonate from 1 to 10 rounds after enabled. A remote detonator can be set, the timer can have a longer countdown (or the timer can be disabled, making the Pack detonate immediately) with a Craft (electronics) check, DC 15 and DC 20, respectively.</p><p>Although the Fusion Pack is, technically, a nuclear fusion device, the technology used by Diggers in its creation has reduced the typical effects of this almost to non-existence, and as such there’s virtually no fall-out or EMP to concern about.</p><p></p><p><strong>Psi-Sword</strong></p><p>=Damage: 2d8</p><p>=Critical: 19-20</p><p>=Damage Type: Energy.</p><p>=Range: ---</p><p>=Size: Medium.</p><p>=Weight: 2 lbs.</p><p>=Purchase DC: 21</p><p>=Restriction: Licensed (+2)</p><p>An ancient weapon designed by the same race that designed the lost ships, the ‘LU’-verse’s version of the Ancients. It is, in appearance, a slim cylindrical hilt with a forked end where the ‘blade’ would be. Once activated, the Psi-Sword projects a three-foot-long self-contained beam of amplified psychic energy, taken directly from the user.</p><p>Because of this, the character must have access to psionic energy (thru the Wild Talent feat or a psi implant) for the sword to work. If used as a plain sword, no other thing is required (other than knowing how to wield it, for that Exotic Melee Weapon Proficiency (Psi-Sword) is required).</p><p>The user, however, can focus his strength of will into the Psi-Sword, making it create some pretty nifty tricks. By expending power points, the user can do the following ‘stunts’ with the Sword. Take in mind that they must be declared (and the power points expended) by the beginning of the user’s turn.</p><p>-Laser blast: The sword retains an amount of energy within the emitter and throws it out in a forceful blast. This energy blast is 2d8 damage (fire), with a range increment of 40 feet. The abruptness it leaves the emitter, though, is such that the user must be braced or risk being thrown 2d6 feet in the opposite direction. (Power point usage: 2).</p><p>-Extend Sword: The user can force the energy blade to become bigger, thus giving him reach. The blade can be extended to be 4 feet long, giving reach and a +1 bonus to strike (but reducing the damage to 1d8), and then (if required) additional feet. The damage is still 1d8, and although it does give the character longer reach, it cannot strike nearby enemies. This move can become straining to maintain over long durations. (Power Point Usage: 2 (for extending to 4 feet), 1 (per additional foot of reach), 1 power point to maintain per round).</p><p>The Psi-Sword ignores half of effective hardness of inanimate targets, and one-half of the bonuses provided by armor, natural armor, and/or shields (except those created by psychic energy).</p><p>The Psi-Sword is hard-to-find relic of a long-dead civilization, and thus a highly-sought-after weapon for its sheer historical value (the Purchase DC given is for the ease of calculating whether a character can start with it or not).</p><p></p><p><strong>=Diggers Technologies Laser Pen.</strong></p><p>=Damage: 3d8 (Fire).</p><p>=Critical: 20</p><p>=Range Increment: 20 Feet.</p><p>=Rate Of Fire: S.</p><p>=Magazine: 20 int.</p><p>=Size: Tiny.</p><p>=Weight: 2 lb.</p><p>=Purchase DC: 24</p><p>=Restriction: Restricted (+2)</p><p>Originally designed by Gina Diggers pretty much out of a whim (as befits all Fiction mad scientists), it has since reached a peculiarly significant niche in the adventuring market with the fact that it’s an easy-to-conceal, powerful and diminutive weapon. It has seen large purchases to VIPs (and bodyguards), undercover police officers and intelligence officers. The Laser Pen is sold thru Diggers Weapons, Inc (a DiggersTech division run by Gina’s sister Brianna).</p><p>Rules-wise, the Laser Pen requires Personal Firearms Proficiency to use effectively and a highly miniaturized power pack is required to power the weapon (Purchase DC 15). Replacing the power pack required the Pen to be opened (a full-round action). The design and size of the Laser Pen gives the character a +2 bonus to Bluff and Sleight of Hand rolls to conceal said weapon, and a Bluff roll over the opposing character’s Sense Motive roll allows the character to catch him flat-footed with it (as long as said character hasn’t seen the Pen in action before).</p><p></p><p>This is is pretty much guesstimated 'cause I don't have $50 to shell out for the book (like many people say I should do...)</p><p><strong>=Goa’uld Staff Weapon.</strong></p><p>=Damage: 3d10 (fire)</p><p>=Critical: 20</p><p>=Range Increment: 50 feet</p><p>=Rate Of Fire: S.</p><p>=Magazine: 50 Int.</p><p>=Size: Large.</p><p>=Weight: 6 lb.</p><p>=Purchase DC: 22</p><p>=Restriction: Military (+3)</p><p>The Goa’uld are referred as the most stubborn, deceiving and outright nasty humanoids of the entire Stargate-verses (understand HUMANoids. The other ‘villain’ races are even badder, but they just look human-at times), and the main reason lies in their weapons systems, designed primarily for intimidation. Chief among their infantry is the Staff Weapon, an elongated, sturdy plasma weapon designed for ‘idiot-proof’ handling, mean looks, heavy punch (especially if aimed right) and the capacity to bash people’s heads when required.</p><p>It looks like a long golden/copper staff with a couple of stubby ends that make it look somewhat like a snake. When the plasma capacitor’s safety is off, the blast end opens with a ‘whh-shht!’ sound and a golden glow (the capacitor charging). In the middle of the staff it’s a small recce with the safety/firing button.</p><p>The Goa’uld Staff Weapon requires Personal Firearms Proficiency to handle, and Simple Weapons Proficiency to use effectively in a melee. The Staff weapon can be used in melee with the capacitor open or closed (damage 1d6/1d6 (Bludgeoning) when used this way-attacks as if by a double weapon). The sound of the capacitor charging can give a +1 to Intimidation rolls in appropriate circumstances (GM’s call). When the blast hits, it ‘explodes’ with a three-foot burst radius, dealing damage to anything on it (Reflex save DC 10).</p><p>The Staff Weapon is powered by an internal power pack which must be replaced by opening a small hatch on the opposing side of the staff (a full-round action).</p><p>So far, the Staff Weapon is used solely by the Goa’uld and any ‘allies’ of theirs, although it is well-known that the military has several captured Weapons on their armories, just in case.</p><p></p><p><strong>HAKUBI CUSTOMS "BERSERKER" COMBAT SHOTGUN.</strong></p><p>DAMAGE: 2d8 (Shotgun);Varies* (GL).</p><p>CRITICAL: 20.</p><p>DAMAGE TYPE: Ballistic (Shotgun); Varies* (GL).</p><p>RANGE INCREMENT: 40 ft. (Shotgun); 50 ft (GL).</p><p>RATE OF FIRE: Single, S (Shotgun); Single (GL).</p><p>MAGAZINE: 7 Int. (Shotgun); 4 Int. (GL).</p><p>SIZE: Large.</p><p>WEIGHT: 14 lb.</p><p>PURCHASE DC: 23.</p><p>RESTRICTION: Res (+2).</p><p>(*: Depending on Ammunition).</p><p></p><p>One of the earliest weapon modifications created by Washu Hakubi, the "Berserker" was created for heavy Close Quarters Combat and additional combat versatility for an adventurer or CQC team member.</p><p>It is a Franchi SPAS-12 shotgun with an additional mini-grenade launcher on the pump-action grip, giving it a distinct bulk like an oversized flashlight. It has been purchsed mainly by adventurers, but a small number has also appeared in hands of Office agent teams and F-SWTI.</p><p>RULES: Switching between the shotgun and the grenade launcher is a free action, but only one weapon can be used per turn. Recharging the grenade launcher is a one-at-a-time affair, and takes a full action.</p><p></p><p><strong>HAKUBI CUSTOMS "GABRIEL" DUAL SMG.</strong></p><p>-DAMAGE: 2d6/2d6.</p><p>-CRITICAL: 20/20.</p><p>-DAMAGE TYPE: BALLISTIC/BALLISTIC.</p><p>-RANGE INCREMENT: 50 ft./50 ft.</p><p>-RATE OF FIRE: S,A. /S,A.</p><p>-MAGAZINE: 34 Box/34 Box.</p><p>-SIZE: Large.</p><p>-WEIGHT: 12 lb.</p><p>-PURCHASE DC: 22.</p><p>-RESTRICTION: Lic (+1).</p><p>The "Gabriel" is a custom-designed replica by Washu, based on the machinegun wielded by "Sakura Wars" character Erica Fontaine.</p><p>It is a rifle mount wielding two Sterling L2 sub-machine guns, mounted side-by-side. The modifications to them include a slight size reduce, a reversed feed (so one of the Sterlings is loaded from the right side), Uzi-style ammo clips and an only trigger assembly (so both Sterlings fire simultaneously).</p><p>A limited edition of the "Gabriel" comes in a special case with an authentication certificate and picture signed by Washu and Erica (Purchase Dc 25, no extra game benefits-maybe a bonus to Rep when amongst other "Sakura Wars" fans, GM call).</p><p>-RULES: The "Gabriel" is a linked weapon, when the character fires, he fires both Strlings simultaneously.</p><p>Only one attack roll is made for the weapon, Autofire attacks are rolled as one weapon only. If the weapon hits, damage is rolled separately. Criticals apply as normal.</p><p></p><p><strong>HAKUBI CUSTOMS "FONTAINE SPECIAL".</strong></p><p>-DAMAGE: 2d6.</p><p>-CRITICAL: 20.</p><p>-DAMAGE TYPE: Ballistic.</p><p>-RANGE INCREMENT: 40 ft.</p><p>-RATE OF FIRE: S, A.</p><p>-MAGAZINE: 30 Box/30 Box.</p><p>-SIZE: Large.</p><p>-WEIGHT: 8 Lb.</p><p>-PURCHASE DC: 22.</p><p>-RESTRICTION: Lic (+1).</p><p>Still based on the "Gabriel" machinegun, the weapon has been designed with more conventional tactics in mind (regardless of actual target), more rugged and with only one barrel that feeds on two ammo clips.</p><p>The design is produced by Washu and by Japan-based Kanzaki Heavy Industries, which has been licensed for production. The Kanzaki design, named "Erica", is the same except that the gun has a matte-black finish and is equipped with a red-dot laser and reflex sights.</p><p>RULES: This weapon has the Variable Ammunition Gadget added to it, and so cannot be added again.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 2812940, member: 26698"] [b]General Progress Level and Setting Weapons.[/b] The Progress Level of the setting is generally 5 with some experimental 6 gizmos (it's run-of-the-mill modern-day Earth, take it as you will), with pretty much everything over it (and some of the more outrageous gizmos on any lower PL-that work) being Fiction stuff, at the very beginning, at least. It makes the whole 'take-from-your-enemy's-dead-fingers' that much more necessary, I guess. Following is a bunch of guns I made for the setting, and later will add a list of (major) manufacturers: [B]Mc Grady/Slavicsek LAGS-1/LAGS-2 Sword/Knife/Blaster.[/B] =Damage: 1d8 (Slashing)/3d8 (Fire) (Sword Version) 1d4 (Piercing)/2d8 (Fire) (Knife Version). =Critical: 19-20 (Sword/Knife)/20 (Lasers). =Range Increment: 10 ft (If thrown-Knife), --- (sword), 80 feet (Laser-Sword Version), 40 Feet (Laser-Knife version). =Rate of Fire: S. =Size: Small (Knife), Medium (Sword). =Magazine: 50 box. =Weight: 2 lb (Knife), 4 lb (Sword). =Purchase DC: 21 (Knife), 23 (Sword). =Restriction: Licensed (+1) =Feats required: Simple Weapons Proficiency, Archaic Weapons Proficiency (Knife/Sword), Personal Firearms Proficiency (Laser). There has been a lot of reverse engineering by the Reals going on, especially considering that a lot of fiction weapons and gear were not designed to stand the rigors of living in a warzone like this place (well, some of them HAD, but those are rare-whether this is a blessing or a curse is a subject open to debate). Consider this weapon, for example, just released in limited quantities by the recently-formed Mc Grady/Slavicsek Weapons Co. They have based themselves on the design of the weapon used by the Luxan warrior Ka D’Argo from the series “Farscape”, created a longsword with an incorporated hidden laser capacitor, and then went further by miniaturizing the design to a standard combat knife. It has mainly been bought by Farscape fans, weapons collectors and some eccentric adventurers. SPECIAL RULES: The LAGS-1 and -2 can only be used as melee weapons or ranged weapons at any given time. Deploying the laser capacitor is done by “splitting” the blade in two, making a melee attack with them awkward at best. (Opening or closing is done as a move action). The lasers cannot fire when the blade is ‘closed’. The energy weapons have been slightly reduced in size to accommodate the design specifics, and so require special miniaturized power packs for their use (Purchase DC 10). [B]Mc Grady/Slavicsek WHP-1 BlasterStaff.[/B] =Damage: 1d6/1d6 (Bludgeoning-Staff), 3d8 (Fire-Laser). =Critcal: 20 (Staff), 20 (Lasr). =Range Increment: --- (Staff), 40 Feet (Laser). =Rate Of Fire: S. =Size Small/Medium. =Magazine: 50 int. =Weight: 4 lb. =Purchase DC: 24. =Restriction: Restricted (+2). And they’ve done it again, this time basing themselves on the design of the High Guard Force Lance (of course, they’ll readily deny it if they have to). The small blaster is of a practical size, packing a respectable punch and a peculiar sense of versatility in the fact you can extend it into a melee weapon for when you have to smack people silly. It looks like a sort of hi-tech flashlight with two buttons. The first one is the trigger for the internal laser system, while the second one extends/retracts and locks the two sections of the staff into place. So far, it has been mostly marketed to the police (especially UCs) and the rare adventurer (or even rarer security-conscious Andromeda fan). RULES: The WHP-1 BlasterStaff requires two feats for its use: The Simple Weapons Proficiency (for the staff) and the Personal Firearms Proficiency (for the laser). The staff (when deployed) is a double weapon. You can fight with it as if fighting with two weapons, but you incur all the normal penalties associated with fighting with two weapons as if you wielded a one-handed weapon and a light weapon (see Attacking with Two Weapons in the D20M Combat section). The staff must be extended for you to do melee attacks. The laser can be used whether the staff is extended or retracted, and requires a specialized miniaturized power pack (Purchase DC 13). A small hatch on the staff must be opened to replace the power pack (a full-round action), and the power pack needs to have at least one shot left for the extending system to function. Mc Grady/Slavicsek will also add a DNA recognition device, stun blast module, variable charge and self-destruct device (3d6 concussion damage, 10ft. blast radius, Reflex DC 15, Purchase DC 12) as special orders if the customer wants so. [B]Diggers Technologies G-9 Portable Fusion Pack[/B] =Damage: 15d6 =Critical: -- =Damage Type: Energy. =Burst Radius: 20 ft. =Reflex DC: 18. =Range Increment: -- =Size: Medium. =Weight: 10lb. =Purchase DC: 25 =Restriction: Military (+3) The newest brainchild of Gina Diggers, it is the latest in state-of-the-art energy sources. A miniature, short-output nuclear reactor, capable of powering up everything from vehicles to power armors to household appliances, with none of the adverse effects that are common to nuclear-based power systems. A large pity, then, that it has some extremely obvious warfare applications. RULES: If not armed, the Fusion Pack functions just like a PL7 Power Backpack (D20F, page 74), with enough output to power vehicles and mecha for short periods of time. Disabling the safeties and enabling the Fusion Pack’s self-destruct system is a full-round action, with a timer that can be set to detonate from 1 to 10 rounds after enabled. A remote detonator can be set, the timer can have a longer countdown (or the timer can be disabled, making the Pack detonate immediately) with a Craft (electronics) check, DC 15 and DC 20, respectively. Although the Fusion Pack is, technically, a nuclear fusion device, the technology used by Diggers in its creation has reduced the typical effects of this almost to non-existence, and as such there’s virtually no fall-out or EMP to concern about. [B]Psi-Sword[/B] =Damage: 2d8 =Critical: 19-20 =Damage Type: Energy. =Range: --- =Size: Medium. =Weight: 2 lbs. =Purchase DC: 21 =Restriction: Licensed (+2) An ancient weapon designed by the same race that designed the lost ships, the ‘LU’-verse’s version of the Ancients. It is, in appearance, a slim cylindrical hilt with a forked end where the ‘blade’ would be. Once activated, the Psi-Sword projects a three-foot-long self-contained beam of amplified psychic energy, taken directly from the user. Because of this, the character must have access to psionic energy (thru the Wild Talent feat or a psi implant) for the sword to work. If used as a plain sword, no other thing is required (other than knowing how to wield it, for that Exotic Melee Weapon Proficiency (Psi-Sword) is required). The user, however, can focus his strength of will into the Psi-Sword, making it create some pretty nifty tricks. By expending power points, the user can do the following ‘stunts’ with the Sword. Take in mind that they must be declared (and the power points expended) by the beginning of the user’s turn. -Laser blast: The sword retains an amount of energy within the emitter and throws it out in a forceful blast. This energy blast is 2d8 damage (fire), with a range increment of 40 feet. The abruptness it leaves the emitter, though, is such that the user must be braced or risk being thrown 2d6 feet in the opposite direction. (Power point usage: 2). -Extend Sword: The user can force the energy blade to become bigger, thus giving him reach. The blade can be extended to be 4 feet long, giving reach and a +1 bonus to strike (but reducing the damage to 1d8), and then (if required) additional feet. The damage is still 1d8, and although it does give the character longer reach, it cannot strike nearby enemies. This move can become straining to maintain over long durations. (Power Point Usage: 2 (for extending to 4 feet), 1 (per additional foot of reach), 1 power point to maintain per round). The Psi-Sword ignores half of effective hardness of inanimate targets, and one-half of the bonuses provided by armor, natural armor, and/or shields (except those created by psychic energy). The Psi-Sword is hard-to-find relic of a long-dead civilization, and thus a highly-sought-after weapon for its sheer historical value (the Purchase DC given is for the ease of calculating whether a character can start with it or not). [B]=Diggers Technologies Laser Pen.[/B] =Damage: 3d8 (Fire). =Critical: 20 =Range Increment: 20 Feet. =Rate Of Fire: S. =Magazine: 20 int. =Size: Tiny. =Weight: 2 lb. =Purchase DC: 24 =Restriction: Restricted (+2) Originally designed by Gina Diggers pretty much out of a whim (as befits all Fiction mad scientists), it has since reached a peculiarly significant niche in the adventuring market with the fact that it’s an easy-to-conceal, powerful and diminutive weapon. It has seen large purchases to VIPs (and bodyguards), undercover police officers and intelligence officers. The Laser Pen is sold thru Diggers Weapons, Inc (a DiggersTech division run by Gina’s sister Brianna). Rules-wise, the Laser Pen requires Personal Firearms Proficiency to use effectively and a highly miniaturized power pack is required to power the weapon (Purchase DC 15). Replacing the power pack required the Pen to be opened (a full-round action). The design and size of the Laser Pen gives the character a +2 bonus to Bluff and Sleight of Hand rolls to conceal said weapon, and a Bluff roll over the opposing character’s Sense Motive roll allows the character to catch him flat-footed with it (as long as said character hasn’t seen the Pen in action before). This is is pretty much guesstimated 'cause I don't have $50 to shell out for the book (like many people say I should do...) [B]=Goa’uld Staff Weapon.[/B] =Damage: 3d10 (fire) =Critical: 20 =Range Increment: 50 feet =Rate Of Fire: S. =Magazine: 50 Int. =Size: Large. =Weight: 6 lb. =Purchase DC: 22 =Restriction: Military (+3) The Goa’uld are referred as the most stubborn, deceiving and outright nasty humanoids of the entire Stargate-verses (understand HUMANoids. The other ‘villain’ races are even badder, but they just look human-at times), and the main reason lies in their weapons systems, designed primarily for intimidation. Chief among their infantry is the Staff Weapon, an elongated, sturdy plasma weapon designed for ‘idiot-proof’ handling, mean looks, heavy punch (especially if aimed right) and the capacity to bash people’s heads when required. It looks like a long golden/copper staff with a couple of stubby ends that make it look somewhat like a snake. When the plasma capacitor’s safety is off, the blast end opens with a ‘whh-shht!’ sound and a golden glow (the capacitor charging). In the middle of the staff it’s a small recce with the safety/firing button. The Goa’uld Staff Weapon requires Personal Firearms Proficiency to handle, and Simple Weapons Proficiency to use effectively in a melee. The Staff weapon can be used in melee with the capacitor open or closed (damage 1d6/1d6 (Bludgeoning) when used this way-attacks as if by a double weapon). The sound of the capacitor charging can give a +1 to Intimidation rolls in appropriate circumstances (GM’s call). When the blast hits, it ‘explodes’ with a three-foot burst radius, dealing damage to anything on it (Reflex save DC 10). The Staff Weapon is powered by an internal power pack which must be replaced by opening a small hatch on the opposing side of the staff (a full-round action). So far, the Staff Weapon is used solely by the Goa’uld and any ‘allies’ of theirs, although it is well-known that the military has several captured Weapons on their armories, just in case. [B]HAKUBI CUSTOMS "BERSERKER" COMBAT SHOTGUN.[/B] DAMAGE: 2d8 (Shotgun);Varies* (GL). CRITICAL: 20. DAMAGE TYPE: Ballistic (Shotgun); Varies* (GL). RANGE INCREMENT: 40 ft. (Shotgun); 50 ft (GL). RATE OF FIRE: Single, S (Shotgun); Single (GL). MAGAZINE: 7 Int. (Shotgun); 4 Int. (GL). SIZE: Large. WEIGHT: 14 lb. PURCHASE DC: 23. RESTRICTION: Res (+2). (*: Depending on Ammunition). One of the earliest weapon modifications created by Washu Hakubi, the "Berserker" was created for heavy Close Quarters Combat and additional combat versatility for an adventurer or CQC team member. It is a Franchi SPAS-12 shotgun with an additional mini-grenade launcher on the pump-action grip, giving it a distinct bulk like an oversized flashlight. It has been purchsed mainly by adventurers, but a small number has also appeared in hands of Office agent teams and F-SWTI. RULES: Switching between the shotgun and the grenade launcher is a free action, but only one weapon can be used per turn. Recharging the grenade launcher is a one-at-a-time affair, and takes a full action. [B]HAKUBI CUSTOMS "GABRIEL" DUAL SMG.[/B] -DAMAGE: 2d6/2d6. -CRITICAL: 20/20. -DAMAGE TYPE: BALLISTIC/BALLISTIC. -RANGE INCREMENT: 50 ft./50 ft. -RATE OF FIRE: S,A. /S,A. -MAGAZINE: 34 Box/34 Box. -SIZE: Large. -WEIGHT: 12 lb. -PURCHASE DC: 22. -RESTRICTION: Lic (+1). The "Gabriel" is a custom-designed replica by Washu, based on the machinegun wielded by "Sakura Wars" character Erica Fontaine. It is a rifle mount wielding two Sterling L2 sub-machine guns, mounted side-by-side. The modifications to them include a slight size reduce, a reversed feed (so one of the Sterlings is loaded from the right side), Uzi-style ammo clips and an only trigger assembly (so both Sterlings fire simultaneously). A limited edition of the "Gabriel" comes in a special case with an authentication certificate and picture signed by Washu and Erica (Purchase Dc 25, no extra game benefits-maybe a bonus to Rep when amongst other "Sakura Wars" fans, GM call). -RULES: The "Gabriel" is a linked weapon, when the character fires, he fires both Strlings simultaneously. Only one attack roll is made for the weapon, Autofire attacks are rolled as one weapon only. If the weapon hits, damage is rolled separately. Criticals apply as normal. [B]HAKUBI CUSTOMS "FONTAINE SPECIAL".[/B] -DAMAGE: 2d6. -CRITICAL: 20. -DAMAGE TYPE: Ballistic. -RANGE INCREMENT: 40 ft. -RATE OF FIRE: S, A. -MAGAZINE: 30 Box/30 Box. -SIZE: Large. -WEIGHT: 8 Lb. -PURCHASE DC: 22. -RESTRICTION: Lic (+1). Still based on the "Gabriel" machinegun, the weapon has been designed with more conventional tactics in mind (regardless of actual target), more rugged and with only one barrel that feeds on two ammo clips. The design is produced by Washu and by Japan-based Kanzaki Heavy Industries, which has been licensed for production. The Kanzaki design, named "Erica", is the same except that the gun has a matte-black finish and is equipped with a red-dot laser and reflex sights. RULES: This weapon has the Variable Ammunition Gadget added to it, and so cannot be added again. [/QUOTE]
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