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<blockquote data-quote="marcoasalazarm" data-source="post: 3051706" data-attributes="member: 26698"><p><span style="font-size: 12px"><p style="text-align: center"><u><strong>YAUJTA</strong></u></p><p></span></p><p><img src="http://upload.wikimedia.org/wikipedia/en/thumb/0/03/Predator_1.jpg/662px-Predator_1.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Their species is called the ‘Yaujta’ (in their language meaning the ‘survivors’), but almost all the other species know them by other name: the ‘Predators’. This race of humanoid reptilians has grown into becoming one of the nastiest hunters out there. For them, honor and the Hunter’s Code is everything. For hundreds of years, they saw all other species out there as prey-and Humans, with their increasing use of balancing technology and ever-present ability to adapt to survive, were one of their most coveted prizes.</p><p>On Coreline, the situation quickly became something different. They were one of many Fiction races to appear, and although a good deal of them went on a rampage at the view of such exotic prizes, others decided to hang back and scout the scene. Those who went on rampages were quickly eliminated by prey that they underestimated, and the humongous number of Yaujta that died during the 23 Hours (not to mention the number of destroyed neighborhoods that came from some of them doing the ‘spoil-sport’ thing) made it understandable to the Yaujta society: if the Hunt was to continue on Coreline, it would be necessary to understand all new Prey, and more important, what advantages the common Prey now had. And so, they laid low.</p><p>Cue some time later. The Yaujta integrated into society, and although the Spirit of the Hunt and its Code is one thing that will never truly fade away, some of them had found that living just for it was an extremely quick way to gain bad rep, enemies (and possibly getting fragged) in this world. Those Yaujta that make a honest living do so as bounty hunters, trackers, guides and even park rangers. Those who don’t are hired muscle, assassins and plain psycho killers.</p><p></p><p><strong>RACIAL TRAITS:</strong></p><p>*+4 Str, +2 Con, -2 Int, -4 Cha.</p><p>*Large-Sized Monstrous Humanoids.</p><p>*Base Speed of 30 feet. The Yaujta’s speed is not reduced by brush, foliage or broken terrain.</p><p><strong>*+2 Natural Defense Bonus:</strong> Yaujta have tough, leathery skin.</p><p><strong>*Unusual Vision: </strong>The Yaujta can see in only one spectrum of light: infra-red. While it’s a superior spectral range, this vision, however, has poor resolution. A Yaujta effectively has Darkvision, and can ignore all concealment penalties, but they have a -2 species penalty to Spot checks. This penalty increases to -4 if the object in question is not moving</p><p>*Energy Resistance 5 to Fire, Electrical, Acid and Radiation damage.</p><p><strong>*Cold Sensitive:</strong> Yaujta take an additional 2 points of subdual damage per die of cold damage they suffer. If a save allows the cold damage to be reduced, the same reduction applies to this additional damage.</p><p>*+1 species bonus to Climb checks and Strength, for purposes of how much can the Yaujta lift or carry. This bonus raises by 1 every four levels.</p><p><strong>*Free Languages:</strong> Yaujta.</p><p><strong>*Level Adjustment:</strong> +3.</p><p></p><p style="text-align: center"><span style="color: SandyBrown"><span style="font-size: 12px"><u><strong>EL-HAZARD.</strong></u></span></span></p><p></p><p>This parallel universe is located (relatively) close to Coreline’s, so much that is has actually been classified as a Plane by the Asgardian Offices. El-Hazard was, once, full of highly advanced technology, capable of easily producing life-like androids, genetic modifications and psionic devices and had started to experiment in dimensional traveling devices (even if these were incredibly large). But then, a war happened, and the life-like androids became WMDs, the genetics and psionics became advanced infantry weapons, and the dimensional traveling devices were used to send the enemies far and wide across the multiverse in the ‘final act’.</p><p>By the time the war ended, there was nothing standing, and by (relative) present day, the civilization of El-Hazard has evolved into a highly advanced pseudo-Renaissance era. They consider psionic powers to be ‘gifts of the gods’ (with the most powerful users becoming Priests and Priestesses), and any Ancient El-Hazard technology is revered as a relic, even the lowliest CD player. Any and all wartech is, however, seen as ‘cursed objects’ to be left alone, and some of them (such as Artificial Intelligences) as outright ‘demonic’, never to be mentioned in public conversation.</p><p>El-Hazard can be reached thru any low-powered Dimensional Transport device, but one known side-effect of the travel is possible (and spontaneous) appearances of temporary Extraordinary abilities (the reason for this in unknown, but it is believed that it has to do with CLULESS trying to replicate the physics of the series).</p><p>(Rules-wise, any character that dimensionally travels to El-Hazard must roll a Will save, DC 15. Failure enables a temporary Ex ability, GM’s call on what exactly. He could also enable a temporary drawback associated with the ability, as well, like a requirement (such as having to stay ‘clean’ to use it), a penalty (-2 to Sense Motive involving women, for example), or taking away another ability (an elf’s Spot bonus, for example).</p><p>El-Hazard has three ‘races’, so to speak: the Bugrom (humanoid bugs, remnants of the Final War’s bio-engineering experiments), common humans, and the Phantom Tribe (psionic-wielding humanoids specialized in illusions). Counting the few still-functioning Artificial Intelligences still roaming around, it could be four, but like we said, they’re few.</p><p></p><p><strong>LOCATIONS OF NOTE IN EL-HAZARD.</strong></p><p></p><p><strong>Florestica </strong></p><p>The capital of the El-Hazard nation of Roshtaria and the location of the royal palace, where a large portion of the action takes place. The palace serves as the meeting ground for the local council. Located near the palace is the Stairway to the Sky, the humongous metallic tower structure used to control the Eye of God (the sole surviving Trans-Dim weapon from the Final War). It is believed that somewhere well beneath the city there is a ‘Lost Library’, full with data from the ancient times, from all kinds of technical data, as well as public records and Ancient cultural databases. The Library could also have locations to other weapons facilities other than the Island of the Demon God, but this has not been confirmed.</p><p></p><p><strong>The Holy River of God </strong></p><p>A river that divides El-Hazard's main continent in half, with the human tribes of El-Hazard living primarily on one side while the Bugrom live on the other.</p><p></p><p><strong>Bugrom Homeland </strong></p><p>The Bugrom Homeland is an alien, hive-like sprawl where most of the Bugrom live. The centerpiece is a massive mushroom-shaped structure that functions as the Royal palace.</p><p></p><p><strong>Mt. Muldoon </strong></p><p>One of El-Hazard's tallest and most treacherous mountains, the home of the three chief Priestesses is located at its summit. Most of the mountain's surface is vertical, making it extremely dangerous to climb.</p><p> </p><p><strong>The Holy Fountain of Arliman </strong></p><p>An oasis located in the middle of a vast desert, the Fountain of Arliman is widely believed to be a center of holy rituals where priestesses routinely gather for a yearly ceremony. However, in reality, its existence is much closer to that of a spa or a hot springs resort, allowing the priestesses to take much-needed breaks from their duties. Men are typically never allowed within its walls.</p><p> </p><p><strong>Island of the Demon God </strong></p><p>A forbidden island which only the three priestesses of Mt. Muldoon know the exact location of (this location is given during the succession rites). The ‘Island of the Demon-God’ is so called because this is where a fully functional Ancient WMD Artificial Intelligence, named Ifurita, was laid to rest in an underground labyrinth in the hopes that her powers would never be wielded again. What is unknown, even to the Priestesses, is that the deeper (and even more dangerous) confines of said labyrinth conceal the biggest weapons bunker of the Final War, along with a fully-functional Ancient weapons research laboratory.</p><p></p><p><u><strong>SAMPLE EL-HAZARD WEAPONS:</strong></u></p><p>The following weapons have been found on locations dug throughout El-Hazard, the apparent products of the Final War (whether produced during the Final War, sometime before or even if by the Ancient El-Hazardians at all, it is unknown). The weapons are all powered by a power pack composed of energy crystals that were, apparently, manufactured on El-Hazard labs. The rarity of the crystals and unknown (at least for now) method of manufacturing them makes every pack a rare, worth-killing-for commodity (at least, in El-Hazardian circles).</p><p></p><p><strong>El-Hazard Plasma Rifle</strong></p><p></p><p><img src="http://rampancy.net/rampancy_files/rampancy_images/6506922f69bfcfbdc7baeb2f6c9e0716-8175_640x480.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Damage: </strong>2d10.</p><p><strong>Critical: </strong>20.</p><p><strong>Damage Type:</strong> Energy.</p><p><strong>Range Increment: </strong>80 ft.</p><p><strong>Rate Of Fire: </strong>S, A.</p><p><strong>Magazine:</strong> 100 Box.</p><p><strong>Size:</strong> Medium.</p><p><strong>Weight: </strong>12 lbs.</p><p><strong>Purchase DC:</strong> 22.</p><p><strong>Restriction:</strong> Res (+2).</p><p>(<strong>NOTES: </strong>The Plasma Rifle deals damage of a non-specific energy type that is not subject to energy resistance. This weapon is Mastercrafted, doing a +1 to all attack rolls).</p><p></p><p>The standard-issue assault rifle of the Ancient El-Hazardian military, this weapon is composed of biologically-looking components enclosed in a lightweight purple metal casing, with a maw-like barrel end. The weapon is loaded by the ‘pistol’ grip with an energy crystal pack. The weapon’s blasts appear to be blue, liquid-like plasma.</p><p></p><p><strong>El-Hazard Plasma Pistol</strong></p><p></p><p><img src="http://rampancy.net/rampancy_files/rampancy_images/564e14187454bdb12b9d20895b326772-8174_640x480.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Damage: </strong>2d6.</p><p><strong>Critical: </strong>20.</p><p><strong>Damage Type:</strong> Energy.</p><p><strong>Range Increment: </strong>60 ft.</p><p><strong>Rate of Fire:</strong> S, Charge*.</p><p><strong>Magazine: </strong>100 Box.</p><p><strong>Size: </strong>Small.</p><p><strong>Weight:</strong> 4 lbs.</p><p><strong>Purchase DC:</strong> 20.</p><p><strong>Restriction: </strong>Res (+2).</p><p>(<strong>NOTES:</strong> The Plasma Rifle deals damage of a non-specific energy type that is not subject to energy resistance. The weapon is considered to have the Variable Charge Gadget.</p><p>*Charge Shot: A user of a plasma pistol can spend 1 round charging the pistol. The user can fire as early as the next round. A charged plasma pistol shot deals 4d10 damage. A charged shot drains 10 charges from the battery.)</p><p></p><p>Apparently, it was the standard sidearm of the El-Hazardian Military. The weapon resembles a bio-organic taser with elongated contact prongs (it’s jokingly called ‘the toy claw’ by some people). The pistol’s blasts appear like green plasma orbs, that become bigger the more charged-up the weapon is. </p><p></p><p><strong>El-Hazard Needler Weapon.</strong></p><p></p><p><img src="http://rampancy.net/rampancy_files/rampancy_images/948310e9a3ef890e02245af24ff562b5-8172_640x480.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Damage:</strong> 2d6.</p><p><strong>Critical: </strong>20.</p><p><strong>Damage Type: </strong>Piercing/Energy.</p><p><strong>Range Increment: </strong>60 ft.</p><p><strong>Rate of Fire: </strong>S, Auto.</p><p><strong>Magazine: </strong>20 Box.</p><p><strong>Size: </strong>Medium.</p><p><strong>Weight: </strong>10 lbs.</p><p><strong>Purchase DC: </strong>20.</p><p><strong>Restriction:</strong> Res (+2).</p><p>(<strong>NOTES:</strong> The weapon’s damage is half-Piercing, half-Energy. The energy damage is of a non-specific energy type that is not subject to energy resistance. If 10 or more needler rounds hit the same target simultaneously, instead of taking the above damage, the target instead takes 6d6 x2 concussive damage. When loaded, the weapon deals 1d6 (Piercing) instead of the normal pistol whip damage).</p><p></p><p>Called ‘The Porcupine’ by Coreline analists, the El-Hazardian Needler Weapon is an odd creation. It is not known its exact purpose in El-Hazardian military doctrines, but is has been widely believed to be their version of a rear-echelon sub-machine gun. Like all other El-Hazardian weapons, it is loaded with energy crystals, but this weapon physically fires said crystals instead of powering the weapon’s systems. The loading port in the back exposes a part of the crystals to the air, giving it its name (and a rather nasty pistol whip).</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3051706, member: 26698"] [SIZE=3][CENTER][U][B]YAUJTA[/B][/U][/CENTER][/SIZE] [IMG]http://upload.wikimedia.org/wikipedia/en/thumb/0/03/Predator_1.jpg/662px-Predator_1.jpg[/IMG] Their species is called the ‘Yaujta’ (in their language meaning the ‘survivors’), but almost all the other species know them by other name: the ‘Predators’. This race of humanoid reptilians has grown into becoming one of the nastiest hunters out there. For them, honor and the Hunter’s Code is everything. For hundreds of years, they saw all other species out there as prey-and Humans, with their increasing use of balancing technology and ever-present ability to adapt to survive, were one of their most coveted prizes. On Coreline, the situation quickly became something different. They were one of many Fiction races to appear, and although a good deal of them went on a rampage at the view of such exotic prizes, others decided to hang back and scout the scene. Those who went on rampages were quickly eliminated by prey that they underestimated, and the humongous number of Yaujta that died during the 23 Hours (not to mention the number of destroyed neighborhoods that came from some of them doing the ‘spoil-sport’ thing) made it understandable to the Yaujta society: if the Hunt was to continue on Coreline, it would be necessary to understand all new Prey, and more important, what advantages the common Prey now had. And so, they laid low. Cue some time later. The Yaujta integrated into society, and although the Spirit of the Hunt and its Code is one thing that will never truly fade away, some of them had found that living just for it was an extremely quick way to gain bad rep, enemies (and possibly getting fragged) in this world. Those Yaujta that make a honest living do so as bounty hunters, trackers, guides and even park rangers. Those who don’t are hired muscle, assassins and plain psycho killers. [B]RACIAL TRAITS:[/B] *+4 Str, +2 Con, -2 Int, -4 Cha. *Large-Sized Monstrous Humanoids. *Base Speed of 30 feet. The Yaujta’s speed is not reduced by brush, foliage or broken terrain. [B]*+2 Natural Defense Bonus:[/B] Yaujta have tough, leathery skin. [B]*Unusual Vision: [/B]The Yaujta can see in only one spectrum of light: infra-red. While it’s a superior spectral range, this vision, however, has poor resolution. A Yaujta effectively has Darkvision, and can ignore all concealment penalties, but they have a -2 species penalty to Spot checks. This penalty increases to -4 if the object in question is not moving *Energy Resistance 5 to Fire, Electrical, Acid and Radiation damage. [B]*Cold Sensitive:[/B] Yaujta take an additional 2 points of subdual damage per die of cold damage they suffer. If a save allows the cold damage to be reduced, the same reduction applies to this additional damage. *+1 species bonus to Climb checks and Strength, for purposes of how much can the Yaujta lift or carry. This bonus raises by 1 every four levels. [B]*Free Languages:[/B] Yaujta. [B]*Level Adjustment:[/B] +3. [CENTER][COLOR="SandyBrown"][SIZE="3"][U][B]EL-HAZARD.[/B][/U][/SIZE][/COLOR][/CENTER] This parallel universe is located (relatively) close to Coreline’s, so much that is has actually been classified as a Plane by the Asgardian Offices. El-Hazard was, once, full of highly advanced technology, capable of easily producing life-like androids, genetic modifications and psionic devices and had started to experiment in dimensional traveling devices (even if these were incredibly large). But then, a war happened, and the life-like androids became WMDs, the genetics and psionics became advanced infantry weapons, and the dimensional traveling devices were used to send the enemies far and wide across the multiverse in the ‘final act’. By the time the war ended, there was nothing standing, and by (relative) present day, the civilization of El-Hazard has evolved into a highly advanced pseudo-Renaissance era. They consider psionic powers to be ‘gifts of the gods’ (with the most powerful users becoming Priests and Priestesses), and any Ancient El-Hazard technology is revered as a relic, even the lowliest CD player. Any and all wartech is, however, seen as ‘cursed objects’ to be left alone, and some of them (such as Artificial Intelligences) as outright ‘demonic’, never to be mentioned in public conversation. El-Hazard can be reached thru any low-powered Dimensional Transport device, but one known side-effect of the travel is possible (and spontaneous) appearances of temporary Extraordinary abilities (the reason for this in unknown, but it is believed that it has to do with CLULESS trying to replicate the physics of the series). (Rules-wise, any character that dimensionally travels to El-Hazard must roll a Will save, DC 15. Failure enables a temporary Ex ability, GM’s call on what exactly. He could also enable a temporary drawback associated with the ability, as well, like a requirement (such as having to stay ‘clean’ to use it), a penalty (-2 to Sense Motive involving women, for example), or taking away another ability (an elf’s Spot bonus, for example). El-Hazard has three ‘races’, so to speak: the Bugrom (humanoid bugs, remnants of the Final War’s bio-engineering experiments), common humans, and the Phantom Tribe (psionic-wielding humanoids specialized in illusions). Counting the few still-functioning Artificial Intelligences still roaming around, it could be four, but like we said, they’re few. [B]LOCATIONS OF NOTE IN EL-HAZARD.[/B] [B]Florestica [/B] The capital of the El-Hazard nation of Roshtaria and the location of the royal palace, where a large portion of the action takes place. The palace serves as the meeting ground for the local council. Located near the palace is the Stairway to the Sky, the humongous metallic tower structure used to control the Eye of God (the sole surviving Trans-Dim weapon from the Final War). It is believed that somewhere well beneath the city there is a ‘Lost Library’, full with data from the ancient times, from all kinds of technical data, as well as public records and Ancient cultural databases. The Library could also have locations to other weapons facilities other than the Island of the Demon God, but this has not been confirmed. [B]The Holy River of God [/B] A river that divides El-Hazard's main continent in half, with the human tribes of El-Hazard living primarily on one side while the Bugrom live on the other. [B]Bugrom Homeland [/B] The Bugrom Homeland is an alien, hive-like sprawl where most of the Bugrom live. The centerpiece is a massive mushroom-shaped structure that functions as the Royal palace. [B]Mt. Muldoon [/B] One of El-Hazard's tallest and most treacherous mountains, the home of the three chief Priestesses is located at its summit. Most of the mountain's surface is vertical, making it extremely dangerous to climb. [B]The Holy Fountain of Arliman [/B] An oasis located in the middle of a vast desert, the Fountain of Arliman is widely believed to be a center of holy rituals where priestesses routinely gather for a yearly ceremony. However, in reality, its existence is much closer to that of a spa or a hot springs resort, allowing the priestesses to take much-needed breaks from their duties. Men are typically never allowed within its walls. [B]Island of the Demon God [/B] A forbidden island which only the three priestesses of Mt. Muldoon know the exact location of (this location is given during the succession rites). The ‘Island of the Demon-God’ is so called because this is where a fully functional Ancient WMD Artificial Intelligence, named Ifurita, was laid to rest in an underground labyrinth in the hopes that her powers would never be wielded again. What is unknown, even to the Priestesses, is that the deeper (and even more dangerous) confines of said labyrinth conceal the biggest weapons bunker of the Final War, along with a fully-functional Ancient weapons research laboratory. [U][B]SAMPLE EL-HAZARD WEAPONS:[/B][/U] The following weapons have been found on locations dug throughout El-Hazard, the apparent products of the Final War (whether produced during the Final War, sometime before or even if by the Ancient El-Hazardians at all, it is unknown). The weapons are all powered by a power pack composed of energy crystals that were, apparently, manufactured on El-Hazard labs. The rarity of the crystals and unknown (at least for now) method of manufacturing them makes every pack a rare, worth-killing-for commodity (at least, in El-Hazardian circles). [B]El-Hazard Plasma Rifle[/B] [IMG]http://rampancy.net/rampancy_files/rampancy_images/6506922f69bfcfbdc7baeb2f6c9e0716-8175_640x480.jpg[/IMG] [B]Damage: [/B]2d10. [B]Critical: [/B]20. [B]Damage Type:[/B] Energy. [B]Range Increment: [/B]80 ft. [B]Rate Of Fire: [/B]S, A. [B]Magazine:[/B] 100 Box. [B]Size:[/B] Medium. [B]Weight: [/B]12 lbs. [B]Purchase DC:[/B] 22. [B]Restriction:[/B] Res (+2). ([B]NOTES: [/B]The Plasma Rifle deals damage of a non-specific energy type that is not subject to energy resistance. This weapon is Mastercrafted, doing a +1 to all attack rolls). The standard-issue assault rifle of the Ancient El-Hazardian military, this weapon is composed of biologically-looking components enclosed in a lightweight purple metal casing, with a maw-like barrel end. The weapon is loaded by the ‘pistol’ grip with an energy crystal pack. The weapon’s blasts appear to be blue, liquid-like plasma. [B]El-Hazard Plasma Pistol[/B] [IMG]http://rampancy.net/rampancy_files/rampancy_images/564e14187454bdb12b9d20895b326772-8174_640x480.jpg[/IMG] [B]Damage: [/B]2d6. [B]Critical: [/B]20. [B]Damage Type:[/B] Energy. [B]Range Increment: [/B]60 ft. [B]Rate of Fire:[/B] S, Charge*. [B]Magazine: [/B]100 Box. [B]Size: [/B]Small. [B]Weight:[/B] 4 lbs. [B]Purchase DC:[/B] 20. [B]Restriction: [/B]Res (+2). ([B]NOTES:[/B] The Plasma Rifle deals damage of a non-specific energy type that is not subject to energy resistance. The weapon is considered to have the Variable Charge Gadget. *Charge Shot: A user of a plasma pistol can spend 1 round charging the pistol. The user can fire as early as the next round. A charged plasma pistol shot deals 4d10 damage. A charged shot drains 10 charges from the battery.) Apparently, it was the standard sidearm of the El-Hazardian Military. The weapon resembles a bio-organic taser with elongated contact prongs (it’s jokingly called ‘the toy claw’ by some people). The pistol’s blasts appear like green plasma orbs, that become bigger the more charged-up the weapon is. [B]El-Hazard Needler Weapon.[/B] [IMG]http://rampancy.net/rampancy_files/rampancy_images/948310e9a3ef890e02245af24ff562b5-8172_640x480.jpg[/IMG] [B]Damage:[/B] 2d6. [B]Critical: [/B]20. [B]Damage Type: [/B]Piercing/Energy. [B]Range Increment: [/B]60 ft. [B]Rate of Fire: [/B]S, Auto. [B]Magazine: [/B]20 Box. [B]Size: [/B]Medium. [B]Weight: [/B]10 lbs. [B]Purchase DC: [/B]20. [B]Restriction:[/B] Res (+2). ([B]NOTES:[/B] The weapon’s damage is half-Piercing, half-Energy. The energy damage is of a non-specific energy type that is not subject to energy resistance. If 10 or more needler rounds hit the same target simultaneously, instead of taking the above damage, the target instead takes 6d6 x2 concussive damage. When loaded, the weapon deals 1d6 (Piercing) instead of the normal pistol whip damage). Called ‘The Porcupine’ by Coreline analists, the El-Hazardian Needler Weapon is an odd creation. It is not known its exact purpose in El-Hazardian military doctrines, but is has been widely believed to be their version of a rear-echelon sub-machine gun. Like all other El-Hazardian weapons, it is loaded with energy crystals, but this weapon physically fires said crystals instead of powering the weapon’s systems. The loading port in the back exposes a part of the crystals to the air, giving it its name (and a rather nasty pistol whip). [/QUOTE]
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