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<blockquote data-quote="kronos182" data-source="post: 6796567" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Magnetic FieldDetector</span></p><p><span style="font-family: 'Calibri'">A fedora with a visor field that drops down over the eyes and targets intensemagnetic fields using heads up display technology. Used primarily to detect formini railguns, fusion and plasma weapons and high energy weapons. Will notdetect the lower energy hand weapons such as lasers or taser-like weapons, orchemical explosive weapons. Triggering devices on bombs and high energy laserscopes can also be detect the presence of cybernetics.</span></p><p><span style="font-family: 'Calibri'">Comes also as a crusher, baseball cap, motorcycle helmet, mirror shades, policeriot gear and can be adapted to other headgear at a minor additionalcost.</span></p><p><span style="font-family: 'Calibri'">Benefit: Provides a +4 to Search and Spot checks to locate devices with strongmagnetic fields, such as high energy generators, weapons (fusion, plasma,magnetic accelerator type weapons, but not lasers or electrical based weaponsunless they use strong magnetic fields in their firing process) and high energydevices. Things like triggering devices for mines or bombs only gain a +1 bonusas they are more passive, use less energy and usually designed to not bedetected.</span></p><p><span style="font-family: 'Calibri'">PDC: 14</span></p><p><span style="font-family: 'Calibri'">Restriction: Res (+2)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Cherry Bomb (ToonBomb)</span></p><p><span style="font-family: 'Calibri'">This is one of Paragon Corp's most mundane products, a small, but potentexplosive. This explosive device, functions like a grenade, shaped like smalldark iron ball with a fuse-like piece sticking out the top, about half the sizeof a regular grenade. Although the area it affects isn't much more than aregular explosive grenade, the power in its small size may surprise somepeople. When the pin is pulled and the release is let go, the small fuse-likestring that sticks out the top sparks a bit at the end and works its way down,like an actual lit fuse would, however this is just pure show. Some opponentsmay think if they can cut the fuse before it reaches the grenade it mightprevent the detonation, but it actually doesn't, only delaying it by a round.The grenade actually explodes on a delay fuse of about 12 seconds (the roundafter the pin and release are pulled).</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Cherry Bomb (PL6-7)</span></p><p><span style="font-family: 'Calibri'">Damage: 5d6</span></p><p><span style="font-family: 'Calibri'">Critical: -</span></p><p><span style="font-family: 'Calibri'">Damage Type: Fire</span></p><p><span style="font-family: 'Calibri'">Burst Radius: 20 ft</span></p><p><span style="font-family: 'Calibri'">Reflex DC: 15</span></p><p><span style="font-family: 'Calibri'">Range Increment: 15 ft</span></p><p><span style="font-family: 'Calibri'">Size: Tiny</span></p><p><span style="font-family: 'Calibri'">Weight: 0.8 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 28 for box of 5</span></p><p><span style="font-family: 'Calibri'">Notes: Delayed detonation, exploding round after triggered. Cutting the fakefuse before detonation only delays the grenade's detonation by 1 round. Looksjust like an old style grenade or explosive from old cartoons, requiresKnowledge: Weapons or Technology DC 15 to recognize it's a modern explosive.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Momentum Generator(PL 7/8)</span></p><p> </p><p><span style="font-family: 'Calibri'">With the success ofits Juggernaut suit, Paragon Corp wanted to capitalize on the technology, butmake it smaller and easier to conceal. Although not as powerful as the fieldgenerator installed in the Juggernaut, the Momentum Generator enhances melee andthe user's movement. The momentum generator is a fitted into a harness whichstraps over the shoulders and around the waist, with cables and clips thatconnect to the wearer's upper arms and legs. The straps on the shoulders andthe belt have connectors for easily connecting holsters or ammunition pouchesand bandoleer. </span></p><p><span style="font-family: 'Calibri'">Once activated, aslong as the user moves, they wearer will have their speed improved by 10 feet,melee attacks with one handed or unarmed strikes gain +1 damage per 10 feetmoved. Unarmed strikes can deal lethal damage with no penalties.</span></p><p><span style="font-family: 'Calibri'">The momentum generator can only operate for 1d6+2 rounds then requires a 5minute recharge. </span></p><p><span style="font-family: 'Calibri'">Weight: 5 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 25 (Res +2)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Fist of theColossus</span></p><p><span style="font-family: 'Calibri'">A limited production item, the Fist of the Colossus combines defense withoffense in the form of an advanced gauntlet. The fist looks like a heavy,highly articulated gauntlet that covers the whole forearm up to the elbow.Using advanced field generators and nanites, the fist of the colossus providesa number of defensive features, including a high resistance to fire, extremecold, some damage, and heals some wounds. The fist can be used to make powerfulunarmed strikes, with the aid of a small gravity generator to increase theforce of the strikes for a limited time.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Fist of the Colossus (Simple Weapons Proficiency PL7/8)</span></p><p><span style="font-family: 'Calibri'">Damage: 1d6</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Bludgeon</span></p><p><span style="font-family: 'Calibri'">Size: Small</span></p><p><span style="font-family: 'Calibri'">Weight: 5 lb</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 30 (Res +2)</span></p><p><span style="font-family: 'Calibri'">Notes: Wearer is considered armed, gains fire and cold Resistance 5 as long asworn. Any slashing or piercing damage the wearer suffers is healed by 1d4 eachround up to a maximum of 20 points of damage. Only damage from slashing andpiercing weapons can be healed. Up to 5 times per day, the user can activatethe gravity generator for a more powerful attack, as a free action before theattack is made. This attack deals 2d6+2 damage, plus the user's Strength bonus,and can be used with Power Attack feat. Also the target must make a Fortitudesave DC 5 + damage dealt or be pinned for 1d4+1 rounds. A pinned target is heldimmobile, but not helpless, suffers a -4 to Defense against melee attacks andloses Dex modifier to Defense.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6796567, member: 6668634"] [FONT=Calibri]Magnetic FieldDetector A fedora with a visor field that drops down over the eyes and targets intensemagnetic fields using heads up display technology. Used primarily to detect formini railguns, fusion and plasma weapons and high energy weapons. Will notdetect the lower energy hand weapons such as lasers or taser-like weapons, orchemical explosive weapons. Triggering devices on bombs and high energy laserscopes can also be detect the presence of cybernetics. Comes also as a crusher, baseball cap, motorcycle helmet, mirror shades, policeriot gear and can be adapted to other headgear at a minor additionalcost. Benefit: Provides a +4 to Search and Spot checks to locate devices with strongmagnetic fields, such as high energy generators, weapons (fusion, plasma,magnetic accelerator type weapons, but not lasers or electrical based weaponsunless they use strong magnetic fields in their firing process) and high energydevices. Things like triggering devices for mines or bombs only gain a +1 bonusas they are more passive, use less energy and usually designed to not bedetected. PDC: 14 Restriction: Res (+2) [/FONT] [HR][/HR] [FONT=Calibri]Cherry Bomb (ToonBomb) This is one of Paragon Corp's most mundane products, a small, but potentexplosive. This explosive device, functions like a grenade, shaped like smalldark iron ball with a fuse-like piece sticking out the top, about half the sizeof a regular grenade. Although the area it affects isn't much more than aregular explosive grenade, the power in its small size may surprise somepeople. When the pin is pulled and the release is let go, the small fuse-likestring that sticks out the top sparks a bit at the end and works its way down,like an actual lit fuse would, however this is just pure show. Some opponentsmay think if they can cut the fuse before it reaches the grenade it mightprevent the detonation, but it actually doesn't, only delaying it by a round.The grenade actually explodes on a delay fuse of about 12 seconds (the roundafter the pin and release are pulled). Cherry Bomb (PL6-7) Damage: 5d6 Critical: - Damage Type: Fire Burst Radius: 20 ft Reflex DC: 15 Range Increment: 15 ft Size: Tiny Weight: 0.8 lbs Purchase DC: 28 for box of 5 Notes: Delayed detonation, exploding round after triggered. Cutting the fakefuse before detonation only delays the grenade's detonation by 1 round. Looksjust like an old style grenade or explosive from old cartoons, requiresKnowledge: Weapons or Technology DC 15 to recognize it's a modern explosive. [/FONT] [HR][/HR] [FONT=Calibri]Momentum Generator(PL 7/8)[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]With the success ofits Juggernaut suit, Paragon Corp wanted to capitalize on the technology, butmake it smaller and easier to conceal. Although not as powerful as the fieldgenerator installed in the Juggernaut, the Momentum Generator enhances melee andthe user's movement. The momentum generator is a fitted into a harness whichstraps over the shoulders and around the waist, with cables and clips thatconnect to the wearer's upper arms and legs. The straps on the shoulders andthe belt have connectors for easily connecting holsters or ammunition pouchesand bandoleer. [/FONT] [FONT=Calibri]Once activated, aslong as the user moves, they wearer will have their speed improved by 10 feet,melee attacks with one handed or unarmed strikes gain +1 damage per 10 feetmoved. Unarmed strikes can deal lethal damage with no penalties. The momentum generator can only operate for 1d6+2 rounds then requires a 5minute recharge. Weight: 5 lbs PDC: 25 (Res +2) [/FONT] [HR][/HR] [FONT=Calibri]Fist of theColossus A limited production item, the Fist of the Colossus combines defense withoffense in the form of an advanced gauntlet. The fist looks like a heavy,highly articulated gauntlet that covers the whole forearm up to the elbow.Using advanced field generators and nanites, the fist of the colossus providesa number of defensive features, including a high resistance to fire, extremecold, some damage, and heals some wounds. The fist can be used to make powerfulunarmed strikes, with the aid of a small gravity generator to increase theforce of the strikes for a limited time. Fist of the Colossus (Simple Weapons Proficiency PL7/8) Damage: 1d6 Critical: 20x2 Damage Type: Bludgeon Size: Small Weight: 5 lb Purchase DC: 30 (Res +2) Notes: Wearer is considered armed, gains fire and cold Resistance 5 as long asworn. Any slashing or piercing damage the wearer suffers is healed by 1d4 eachround up to a maximum of 20 points of damage. Only damage from slashing andpiercing weapons can be healed. Up to 5 times per day, the user can activatethe gravity generator for a more powerful attack, as a free action before theattack is made. This attack deals 2d6+2 damage, plus the user's Strength bonus,and can be used with Power Attack feat. Also the target must make a Fortitudesave DC 5 + damage dealt or be pinned for 1d4+1 rounds. A pinned target is heldimmobile, but not helpless, suffers a -4 to Defense against melee attacks andloses Dex modifier to Defense.[/FONT] [/QUOTE]
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