ledded
Herder of monkies
For those characters in our WWII Superhero campaign who wanted that Rocketeer feel:
JetPack: This volatile item uses a mixture of jet-fans and cutting-edge alchohol based fuels to allow the wearer to fly. This grants the wearer the power of Flight at 3 PP, with clumsy maneuverability. It requires at least one free hand and a move action/pilot check to start, and often come with a small wire-based hand controller or helmet to provide maneuverability. Pilot checks are made at a base DC 15 for most maneuvers as a move action. Wearers of this item cannot glide, though they can increase/decrease speed of descent with an appropriate pilot check of DC 15 + 2 per 20’ increment over their base speed. Any failure of a pilot check requires a balance check equal to the DC of the pilot check they failed, at a +2 on the DC, or the pilot loses control and begins turning in a random direction of his current facing (1d4) until his next turn. Each round that control is not re-established, the direction is re-rolled. If the character happens to be out of control for more than 2 checks, and the first 2 checks came up with identical numbers for direction, the character is considered to be in an uncontrolled ‘spin’. Treat as falling like a dropped object, with a lateral speed of what they were moving when they lost control, with a balance check of an additional +2 DC to return to just being out of control.
Example: Captain Freedom is flying laterally with a jetpack, at a base speed of 60’ (what you get with Flight at 3 PP) and maintaining control each round with a pilot check of DC 15. He decides he wants to dive down and drop a grenade on some Nazis on the ground. He rolls a pilot check to increase speed by 20’ (DC 17) with his move action putting him at 80’/round, then tries to increase again with his attack action (DC 19). On the second check he fails and loses control, and the jetpack turns in a random direction on his current heading for whatever movement he had left (if any). On his next turn he must make a balance check at a DC of 21 (DC 19 for the failed control during speed increase, +2 for being out of control) to regain control as a move action. Assuming he fails, we roll on a d4 to determine the direction he turns. If he fails 2 checks in a row with the same number on the d4, he is in a flat spin with a DC of 23 to pull out of, and begins falling while still moving at a high rate of speed.
Characters taking Aircraft Operation feat for this item gain Flight at 4 PP, with average maneuverability, and can perform stunts (hard stop, quick takeoff, hard turn, regain control, quick throttle) based off of his pilot skill, and gains a +2 bonus for every 5 ranks in pilot he has to any balance checks to regain control and saves vs. effects brought on by a critical failure.
Special: Anyone standing directly behind the wearer in the same square (for a vertical takeoff) or the immediate square behind him (for a lateral ascent) when he ignites thrust takes 2d6 points of damage (Reflex save 20 for half damage, damage is half energy:fire, half concussion/physical) and are subject to a knockback blow (see Blood & Vigilance, page 53 in the print version, section: Superheroic Combat) with a base DC of 15 + damage dealt.
Also, these devices are known to be occasionally unstable. On a natural 1 or 2, the jetpack fails somehow based on the following table:
% die Effect
01 – 25 Jetpack does not respond to command, but continues to work normally
26 – 45 Jetpack fires at twice normal power.
41 – 60 Jetpack fires at half normal power.
61 – 75 Jetpack shuts down and user immediately begins to fall; it may be restarted with a pilot DC of 15, and then the user must regain control as above.
76 – 90 Jetpack fires uncontrollably; if the user has control, he is immediately considered to have lost control and must make balance checks to regain control at a -2. If the user is currently out of control, then they immediately go into an uncontrolled spin with checks made at a -2.
91 – 98 Jetpack backfires and sputters intermittently; user has loss of control (-2 on checks) and takes 2d6 points of fire damage immediately (reflex save for half). On a failed reflex save, the wearer must also save to avoid catching on fire.
99 - 00 Jetpack immediately explodes; user takes 4d6 damage, must save to avoid catching fire, and begins falling.
Jetpacks weigh 30 lbs (loaded) and carry enough fuel internally for 30 total rounds of use (180 seconds). They have a hardness of 5, and 20 hit points.
JetPack: This volatile item uses a mixture of jet-fans and cutting-edge alchohol based fuels to allow the wearer to fly. This grants the wearer the power of Flight at 3 PP, with clumsy maneuverability. It requires at least one free hand and a move action/pilot check to start, and often come with a small wire-based hand controller or helmet to provide maneuverability. Pilot checks are made at a base DC 15 for most maneuvers as a move action. Wearers of this item cannot glide, though they can increase/decrease speed of descent with an appropriate pilot check of DC 15 + 2 per 20’ increment over their base speed. Any failure of a pilot check requires a balance check equal to the DC of the pilot check they failed, at a +2 on the DC, or the pilot loses control and begins turning in a random direction of his current facing (1d4) until his next turn. Each round that control is not re-established, the direction is re-rolled. If the character happens to be out of control for more than 2 checks, and the first 2 checks came up with identical numbers for direction, the character is considered to be in an uncontrolled ‘spin’. Treat as falling like a dropped object, with a lateral speed of what they were moving when they lost control, with a balance check of an additional +2 DC to return to just being out of control.
Example: Captain Freedom is flying laterally with a jetpack, at a base speed of 60’ (what you get with Flight at 3 PP) and maintaining control each round with a pilot check of DC 15. He decides he wants to dive down and drop a grenade on some Nazis on the ground. He rolls a pilot check to increase speed by 20’ (DC 17) with his move action putting him at 80’/round, then tries to increase again with his attack action (DC 19). On the second check he fails and loses control, and the jetpack turns in a random direction on his current heading for whatever movement he had left (if any). On his next turn he must make a balance check at a DC of 21 (DC 19 for the failed control during speed increase, +2 for being out of control) to regain control as a move action. Assuming he fails, we roll on a d4 to determine the direction he turns. If he fails 2 checks in a row with the same number on the d4, he is in a flat spin with a DC of 23 to pull out of, and begins falling while still moving at a high rate of speed.
Characters taking Aircraft Operation feat for this item gain Flight at 4 PP, with average maneuverability, and can perform stunts (hard stop, quick takeoff, hard turn, regain control, quick throttle) based off of his pilot skill, and gains a +2 bonus for every 5 ranks in pilot he has to any balance checks to regain control and saves vs. effects brought on by a critical failure.
Special: Anyone standing directly behind the wearer in the same square (for a vertical takeoff) or the immediate square behind him (for a lateral ascent) when he ignites thrust takes 2d6 points of damage (Reflex save 20 for half damage, damage is half energy:fire, half concussion/physical) and are subject to a knockback blow (see Blood & Vigilance, page 53 in the print version, section: Superheroic Combat) with a base DC of 15 + damage dealt.
Also, these devices are known to be occasionally unstable. On a natural 1 or 2, the jetpack fails somehow based on the following table:
% die Effect
01 – 25 Jetpack does not respond to command, but continues to work normally
26 – 45 Jetpack fires at twice normal power.
41 – 60 Jetpack fires at half normal power.
61 – 75 Jetpack shuts down and user immediately begins to fall; it may be restarted with a pilot DC of 15, and then the user must regain control as above.
76 – 90 Jetpack fires uncontrollably; if the user has control, he is immediately considered to have lost control and must make balance checks to regain control at a -2. If the user is currently out of control, then they immediately go into an uncontrolled spin with checks made at a -2.
91 – 98 Jetpack backfires and sputters intermittently; user has loss of control (-2 on checks) and takes 2d6 points of fire damage immediately (reflex save for half). On a failed reflex save, the wearer must also save to avoid catching on fire.
99 - 00 Jetpack immediately explodes; user takes 4d6 damage, must save to avoid catching fire, and begins falling.
Jetpacks weigh 30 lbs (loaded) and carry enough fuel internally for 30 total rounds of use (180 seconds). They have a hardness of 5, and 20 hit points.
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