Night (A d20 Modern/Future Campaign Setting)

the-golem

Explorer
Hehehehe. This is much better than anything I could have written.
Bravo good sir. I salute you.

NPS Indentifcation Armband

Under the law of the New Papal States, citizens afflicted with lycanthropy or any of the variant disorders is required to register with a national database as soon as symptoms begin to manifest. Werecreatures are also required to wear yellow armbands when in public. But these armbands serve a secondary purpose to simply identify therianthropes.

Each armband has a pair of integrated devices that help to prevent murderous rampages by lycanthropic citizens. The first device senses the phase of the moon, and delivers a high-voltage, low-amperage electrical shock (equivalent to 3d6 nonlethal Electrical damage) if the therianthrope attempts to leave a designated area during the full moon. This effectively places the werecreature under house-arrest during the full moon.

The second device is an auto-injector unit (identical to the Injector Unit on page 196 of the d20 Future Rulebook). This injector unit monitors the therianthrope's emotional state via their heartrate and other factors. Should the wearer of the armband become angry and attempt to voluntarily change, a suppressor is administered to prevent a change.

Knights, Vigiles, and Inquisitors often replace this suppressant with an accelerant, making a voluntary change easier. This is a definite advantage in combat, as there's nothing worse to square off against than a werecreature with military training who happens to be pissed-off.

Size: Tiny
Weight: -
PDC: First is free, a replacement armband has a PDC of 3.
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Metamorphosis Suppressant

Administered by the armbands worn by therianthropic citizens of the New Papal States, this chemical is an alchemical brew that makes it harder for a werecreature to voluntarily shift form. Usually administered automatically, the suppressant causes Control Shape Skill checks to suffer a -3 penalty to all rolls made to change shape, voluntary or not. Conversly, it offers a +3 bonus to resist an involuntary change or to return to humanoid form.

Size: Diminutive
Weight: -
PDC: 7
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Metamorphosis Accelerator

Some werecreatures have professions in which being able to shift to a hybrid or animal form, and quickly, is a boon. The opposite of the suppressant, this chemical is often used by therianthropic Knights, Vigiles, and Inquisitors. The accerlerator causes Control Shape Skill checks to suffer a +3 penalty to all rolls made to change shape, voluntary or not. Conversly, it offers a -3 bonus to resist an involuntary change or to return to humanoid form.

Size: Diminutive
Weight: -
PDC: 16
Restriction: Military (+3)
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Next update: a write-up of the Crux Cruenta, a secret organization of vampiric Knights.
 

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kronos182

Adventurer
New Ammunitions

Anti-Metamorphosis Rounds
Sometimes, the armbands of registered werecreatures doesn't always work, or when fighting rogue or wild werecreatures, you need something that will force a change in said werecreature.
These 12 gauge rounds use a far more potent version of the Metamorphosis suppressant used in the NPS armbands in a discarding sabot hyponeedle.
Increase range of the shotgun by 15 feet as the discarding sabot needle gains more speed than conventional 12 gauge rounds. Deals only 2d4 non lethal damage, and forces a Control Shape check to turn human but the werecreature will suffer -6 to resist the change.
PDC 23 Restricted (+2) for a case of 10 rounds.
 

TheVengefulKoala

First Post
Crux Cruenta

"You ask how we can still serve God, even when we are like this? Then let me educate you. We cannot. It is impossible for unholy abominations such as we to play any role in the Father's plans, save for destruction. We are all Hell-bound. Every one of us.

"Which is why we continue to serve God, even like this. Only by kneeling and praying and asking forgiveness of our Lord, only by slaying His enemies to the last, only be dying in His name...do we have any hope of redemption." -Knight-Colonel Jakob Edson, Commander of the Crux Cruenta.


Knights die every day. Scores of holy warriors die across the planet every day to ensure that humanity sees the next sunrise. But sometimes, the unthinkable happens, and those Knights do not stay dead.

Sometimes, a Knight will become a vampire. For whatever reason their creator had, be it a perverse sense of humor or just good old-fashioned bloodlust combined with a desire for revenge, some knights become the undead. Sometimes they're too low-ranked to have a Solis, or sometimes that device malfunctions, and other times the Knight is vampirized while out of their armor. No matter the circumstances, it is at this point that their careers, and often their lives, are officially over.

Most Knights who become undead end their unlives themselves, their last sight on Earth a sunrise. Other Knights, particularly those who are devout Catholics, will have their comrades or a priest end their unlife. And, if the individual in question has a particularly valuable skill-set, they may be recruited by the Crux Cruenta.

Latin for "the Bloody Cross", the Crux Cruenta is a secret subdivision of the Knights of the Silver Cross comprised of roughly 30 Knights who suffer the curse of vampirism. They engage in secret military operations against the vampiric nation-states, using the vampire's own powers against them. They are similar to standard Knights, save that none of them have any Solis device (no matter their rank), and their armor is altered to remove any religious icons. In addition to this, their armor is painted a crimson red, and many urban legends circulate in both the vampiric states as well as the NPS about "blood-armored ghosts".

The Crux Cruenta is a closely-guarded secret of the NPS; only a handful of people know about them. Knowledge of their existance is considered treasonous for non-military personnel, and soldiers who ask too many questions may find themselves facing a court-marshall.
 
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TheVengefulKoala

First Post
VKMA18Schakal.jpg

VKM A18 "Schakal" 9mm Covert Submachinegun (Personal Firearms Prof.)

Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: Semiautomatic, Automatic
Magazine: 30 Box
Size: Medium/Large
Weight: 8 lbs.
Restriction: Restricted (+2)
PDC: 19

The Von Kampfrad Munitions A18 "Schakal" (Jackal) is a 9mm submachinegun manufactured by VKM. Almost as popular and wide-spread as the A17 Gepard, the A18 was designed from the ground-up as a weapon for covert operations. The design features a simple blowback action with a telescoping bolt. The cocking handle sets at the top of the weapon, and features a notch to permit sighting with the A18's iron sights. Construction is of inexpensive stamped metal, and the action is sealed to prevent fouling due to dirt.

The Schakal features a top-mounted rail to permit optical attachments, and the barrel is fitted with an integral suppressor. Although the weapon's firing is audible, determining the location of the weapon by sound alone requires a successful DC 15 Listen check. When loaded with cold-loaded ammunition, the weapon is silent; a DC 15 Listen check is required to notice the sound of the weapon firing. The metal stock of the A18 takes a move action to remove or attach. While attached, the stock gives a +1 bonus to attack rolls, but makes the Schakal a Large-sized weapon.
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VKMA22Stier.jpg

VKM A22 "Stier" 7.62mm Battle Rifle (Personal Firearms Prof.)

Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 90 ft
Rate of Fire: Semiautomatic, Automatic
Magazine: 30 Box
Size: Large
Weight: 9 lbs.
Restriction: Restricted (+2)
PDC: 20

The VKM A22 "Stier" (Bull) is a 7.62mm battle rifle favored by most of VKM's customers. The A22 features a heavy-duty all-steel action. The weight of the action, combined with the 7.62mm round's recoil, led VKM to attempt to make the rest of the weapon as light as possible while still maintaining accuracy. An example of this is the handguard: a simple plastic tube with rails for attachments.

This weapon suffers a -1 on attack rolls due to it's heavy recoil. This weapon will never become unreliable.
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VKMA23Kojote.jpg

VKM A23 "Kojote" 5.56mm Assault Rifle (Personal Firearms Prof.)

Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 80 ft
Rate of Fire: Semiautomatic, Automatic
Magazine: 30 Box
Size: Large
Weight: 7 lbs.
Restriction: Restricted (+2)
PDC: 19

The VKM A23 "Kojote" (Coyote) is a more traditional rifle, constructed of plastic with a gas-operated steel action. Chambered for the slightly weaker 5.56mm, the A23 is nonetheless a fine weapon, and sees almost as many sales as the A22 Stier, if not more.
 

the-golem

Explorer
If there's a vamp-knight brigade, there must be one for the were-knights, no?

Did a bit of research, and tried to find a "cool" sounding name. Let them Hereby be known as Crux Impetuosa which translates as Impetuous Cross ( :p ) or Impatient/Impulsive/Frenzied. I'm fond of "the frenzied cross" myself.

Of course, if you can think of something better...
 
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TheVengefulKoala

First Post
Golem, your ideas continue to be awesome. I was thinking that werecreatures would serve in any division of the Knights of the Silver Cross, but having a specialized unit for them works just as well. I'll definitely do a write-up of them as soon as I'm able.
 

kronos182

Adventurer
Magus Facio

"We bring magic to the masses" - Magus Facio slogan.

"You see, most supernatural critters are immune or highly resistant to normal bullets. Many need special materials, which can be expensive to get your hands on for most people. But magic, that's the equalizer! Sure, magic can be expensive, but with the advantage of not having to keep buying silver bullets when you can just unleash a little magic into those nasty supernatural critters, well, these things pay for themselves pretty damn quick! This isn't a weapon you're buying, this is your life!" - Salesman offering a range of Magus Facio arms.

Magus Facio, or Magic Service, is a civilian owned company in southwestern Ontario, Canada that researches and manufactures magical arms and equipment. Most of their gear is sold to the Knights to aid in the fight against the vampire hordes, but some of their equipment are sold to civilians for home defense.

Some of their unique discoveries has been that whole weapons don't need to be enchanted to add a limited use ability. One of their more popular enhancements of this type is adding a magical 'grenade' to some of their shotguns. Also their discovery of multiple use magical tattoos has been a major boon to many users. Although weaker than normal magical tattoos, the ability to activate them multiple times has far outweigh any lack of potency.

Magus Facio Burninator
The Burninator is a fairly basic pump action shotgun offered by Magus Facio. Reinforced construction allows it to use dragonbreath rounds without making it unreliable, supports the 3 inch 12 gauge rounds makes it fairly flexible. A few runes are carved into the solid wood stock, with a small fire opal mounted at the front of the pump/ammunition tube. What makes the Burninator favoured is when you move the safety switch to 'Burninate' and pull the tirgger, a gout of magical flame shoots from the opal. Although it can only be used 5 times a day, it is a far cheaper alternative to buying and switching to dragonbreath rounds constantly.

Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 30 ft
Rate of Fire: S
Magazine: 6 internal
Size: Large
Weight: 8 lbs.
Restriction: Restricted (+2)
PDC: 23
Game Note: 5 times per day the Burninator can cast Burning hands dealing 3d4 points of fire damage with a range of 10 ft.


Burning Gloves
These are heavy combat gloves with heavy leather, Kevlar lining and steel plating to protect the back of the hands and knuckles. Each knuckle has a small fire opal mounted on them. These gloves can be used as if they were brass knuckles, and when slapped together and the command word spoken, they burst into flames, adding fire damage to unarmed strikes.
Game Effect: User's is considered armed if even unarmed, unarmed strikes can deal lethal damage, and when activated, deal 1d6 points of additional fire damage for 5 rounds. Can be activated 5 times a day.
PDC 22
 
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TheVengefulKoala

First Post
The Crux Impetuosa is still a WiP, expect it soon.

In the meantime, here's the Inquisition's version of the Miranda Rights. These are mostly a formality, and if an Inquisitor "forgets" to say them...nothing really happens.


Inquisitor's Declaration of Arrest

[Display Warrant of Arrest and weapon (if applicable)]

[Insert Name Here], you are under arrest for the crime(s) of [Insert Crimes of the Accused], or the suspicion thereof. The Holy Department of the Inquisition of the New Papal States requests that you submit yourself peacefully, and without resistance. We offer you a trial by an Inquisitorial Tribunal court, and swear that no harm shall befall you before or during your trial. Refusing to submit yourself is tantamount to a confession of guilt, and you will be dealt with accordingly.

Will you comply?
 

Gotta get to work on more weapons.

Ideas:

hedgehog-grenade.jpg


The 'Hedgehog Grenade'. When it explodes, it tosses frag and stakes all over the place. A vampire (or a human) that is unlucky to be on the way gets something (or several somethings) that are bound to HURT.

reapers.jpg


The Archer & Wesson 'Reaper' SMG. Enhanced with a prototypical motion detection and targeting augmentation device, the 'Reaper' is perfect to eliminate fast-moving targets (such as a vampire's familiars).

xr-003-sapper.jpg


The 'Sapper' Mine Launcher. Used for area deniability, the 'Sapper' launches a variety of anti-personnel mines: Frag, flames, flash-bang charges (for perimeter alarm and non-lethal encounters) and enchanted versions of each that are mostly used by the Knights.

m5a2-carbine.jpg


The M5A2 Carbine. Used by corporate and nation militaries. 7.62mm with underbarrel 40mm grenade launcher. A resurrection of the American M-14 Battle Rifle for the new Crusades.

he-.44-magnum.jpg


Archer & Wesson HE44 'Hetty' Revolver: A .44 Magnum revolver firing propietary high-explosive rounds that can explode on impact and at will by the user once the bullet is inside the target.

The Hedgehog Grenade I might need help with... but the rest I have an idea of how to stat.
 

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