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<blockquote data-quote="kronos182" data-source="post: 7548434" data-attributes="member: 6668634"><p>Since someone mentioned Ratchet and Clank.. </p><p></p><p>Here's some Ratchet and Clank items...</p><p></p><p><span style="font-size: 18px">OmniWrench</span></p><p></p><p>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.</p><p>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.</p><p></p><p><span style="font-size: 15px">OmniWrench 300</span></p><p>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.</p><p></p><p><strong>OmniWrench 300 (PL6-7, Simple Weapons Proficiency)</strong></p><p>Damage: 1d8 </p><p>Critical: 20 x2</p><p>Damage Type: bludgeoning</p><p>Range Increment: 15 ft thrown up to 5 range increments, or melee</p><p>Rate of Fire: -</p><p>Size: Medium</p><p>Weight: 8 lbs.</p><p>Ammo: 50 box</p><p>Purchase DC: 14</p><p>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.</p><p></p><p><span style="font-size: 15px">OmniWrench 10000</span></p><p>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</p><p></p><p><strong>OmniWrench 10000 (PL6-7, Simple Weapons Proficiency)</strong></p><p>Damage: 1d8 </p><p>Critical: 20, x2</p><p>Damage Type: bludgeoning</p><p>Range Increment: 15 ft thrown up to 5 range increments, or melee</p><p>Rate of Fire: -</p><p>Size: Medium</p><p>Weight: 10 lbs.</p><p>Ammo: 50 box</p><p>Purchase DC: 15</p><p>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.</p><p>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.</p><p></p><p><span style="font-size: 15px">OmniWrench 12000</span></p><p>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.</p><p></p><p><strong>OmniWrench 12000 (PL6-7, Simple Weapons Proficiency)</strong></p><p>Damage: 1d10 </p><p>Critical: 20, x2</p><p>Damage Type: bludgeoning</p><p>Range Increment: 15 ft thrown up to 5 range increments, or melee</p><p>Rate of Fire: -</p><p>Size: Medium</p><p>Weight: 12 lbs.</p><p>Ammo: 50 box</p><p>Purchase DC: 16</p><p>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.</p><p>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.</p><p></p><p></p><p>O<span style="font-size: 15px">mniWrench Millennium 12K </span></p><p>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.</p><p></p><p><strong>OmniWrench Millennium 12K (PL6-7, Simple Weapons Proficiency)</strong></p><p>Damage: 1d10 </p><p>Critical: 20, x2</p><p>Damage Type: bludgeoning</p><p>Range Increment: 20 ft thrown up to 5 range increments, or melee</p><p>Rate of Fire: -</p><p>Size: Medium</p><p>Weight: 12 lbs.</p><p>Ammo: 50 box</p><p>Purchase DC: 18 (Lic +1)</p><p>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.</p><p>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.</p><p>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.</p><p></p><p><span style="font-size: 15px">Fission Lance</span></p><p>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.</p><p></p><p><strong>Fission Lance (PL6-7, Simple Weapons Proficiency)</strong></p><p>Damage: 1d10 +1d6 fire + radiation</p><p>Critical: 20, x2</p><p>Damage Type: bludgeoning</p><p>Range Increment: 15 ft thrown up to 5 range increments, or melee</p><p>Rate of Fire: -</p><p>Size: Medium</p><p>Weight: 14 lbs.</p><p>Ammo: 50 box</p><p>Purchase DC: 21 (Illegal +4)</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p><span style="font-size: 15px">Wrench Mods</span></p><p><strong>Fire-Bomb</strong></p><p>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</p><p></p><p><strong>Shock Crystal</strong></p><p>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</p><p></p><p><strong>Wild Burst</strong></p><p>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.</p><p></p><p><span style="font-size: 15px">Bomb Glove</span></p><p>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</p><p></p><p><strong>Bomb Glove (PL7 Simple Weapons Proficiency)</strong></p><p>Damage: 2d6 / 1d4</p><p>Critical: - / x2</p><p>Damage Type: fire and slashing / bludgeoning</p><p>Range Increment: 15 ft thrown / melee</p><p>Blast Radius: 5 ft</p><p>Rate of Fire: Single</p><p>Size: Small</p><p>Weight: 3 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 15</p><p>Notes: Acts as brass knuckles, hinders fine motor skills in equipped hand, Dexterity based skills suffer -2.</p><p></p><p><span style="font-size: 15px">Decoy Glove (PL 6-7)</span></p><p>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.</p><p>Weight: 6 lbs</p><p>PDC: 15</p><p></p><p><span style="font-size: 15px">Blaster</span></p><p>The blaster is a cheap energy weapon produced by Gadgetron, dealing light damage, but has rapid-fire capability and a large ammo capacity.</p><p></p><p>Blaster (PL6 Personal Firearms Proficiency</p><p>Damage: 1d4</p><p>Critical: 20 x2</p><p>Damage Type: electrical</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S, A</p><p>Size: Medium</p><p>Weight: 4 lbs</p><p>Ammo: 100 box</p><p>Purchase DC: 14 </p><p>Notes: Has 3 round burst setting (autofire used with burst feat can be used with only 3 rounds left), rapid-fire mode.</p><p>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.</p><p></p><p><span style="font-size: 15px">Swingshot</span></p><p>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.</p><p>Weight: 4 lbs</p><p>PDC: 13</p></blockquote><p></p>
[QUOTE="kronos182, post: 7548434, member: 6668634"] Since someone mentioned Ratchet and Clank.. Here's some Ratchet and Clank items... [SIZE=5]OmniWrench[/SIZE] 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. [SIZE=4]OmniWrench 300[/SIZE] 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. [B]OmniWrench 300 (PL6-7, Simple Weapons Proficiency)[/B] 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. [SIZE=4]OmniWrench 10000[/SIZE] 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 [B]OmniWrench 10000 (PL6-7, Simple Weapons Proficiency)[/B] 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. [SIZE=4]OmniWrench 12000[/SIZE] 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. [B]OmniWrench 12000 (PL6-7, Simple Weapons Proficiency)[/B] 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. O[SIZE=4]mniWrench Millennium 12K [/SIZE] 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. [B]OmniWrench Millennium 12K (PL6-7, Simple Weapons Proficiency)[/B] 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. [SIZE=4]Fission Lance[/SIZE] 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. [B]Fission Lance (PL6-7, Simple Weapons Proficiency)[/B] 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. [SIZE=4]Wrench Mods[/SIZE] [B]Fire-Bomb[/B] 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 [B]Shock Crystal[/B] 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 [B]Wild Burst[/B] 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. [SIZE=4]Bomb Glove[/SIZE] 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 [B]Bomb Glove (PL7 Simple Weapons Proficiency)[/B] 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. [SIZE=4]Decoy Glove (PL 6-7)[/SIZE] 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 [SIZE=4]Blaster[/SIZE] 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. [SIZE=4]Swingshot[/SIZE] 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 [/QUOTE]
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CORELINE (D20 Modern/D20 BESM Setting).
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