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Blood & Vigilance Question
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<blockquote data-quote="ledded" data-source="post: 1451043" data-attributes="member: 12744"><p><span style="font-family: 'Comic Sans MS'">For those characters in our WWII Superhero campaign who wanted that Rocketeer feel:</span></p><p> </p><p><span style="font-size: 12px"><span style="color: blue"><span style="font-family: 'Comic Sans MS'">JetPack</span></span><span style="font-family: 'Comic Sans MS'">:</span></span><span style="font-family: 'Comic Sans MS'"> 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.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">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.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">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. </span></p><p> </p><p><span style="color: blue"><span style="font-family: 'Comic Sans MS'">Special:</span></span><span style="font-family: 'Comic Sans MS'"> 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.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">Also, these devices are known to be occasionally unstable. On a natural 1 or 2, the jetpack fails somehow based on the following table:</span></p><p> </p><p><span style="color: blue"><span style="font-family: 'Comic Sans MS'">% die Effect</span></span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">01 – 25 </span><span style="font-family: 'Comic Sans MS'">Jetpack does not respond to command, but continues to work normally</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">26 – 45 J</span><span style="font-family: 'Comic Sans MS'">etpack fires at twice normal power.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">41 – 60 </span><span style="font-family: 'Comic Sans MS'">Jetpack fires at half normal power.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">61 – 75 </span><span style="font-family: 'Comic Sans MS'">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.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">76 – 90 </span><span style="font-family: 'Comic Sans MS'">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.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">91 – 98 </span><span style="font-family: 'Comic Sans MS'">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.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">99 - 00 </span><span style="font-family: 'Comic Sans MS'">Jetpack immediately explodes; user takes 4d6 damage, must save to avoid catching fire, and begins falling.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">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. </span></p></blockquote><p></p>
[QUOTE="ledded, post: 1451043, member: 12744"] [font=Comic Sans MS]For those characters in our WWII Superhero campaign who wanted that Rocketeer feel:[/font] [size=3][color=blue][font=Comic Sans MS]JetPack[/font][/color][font=Comic Sans MS]:[/font][/size][font=Comic Sans MS] 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.[/font] [font=Comic Sans MS]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.[/font] [font=Comic Sans MS]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. [/font] [color=blue][font=Comic Sans MS]Special:[/font][/color][font=Comic Sans MS] 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.[/font] [font=Comic Sans MS]Also, these devices are known to be occasionally unstable. On a natural 1 or 2, the jetpack fails somehow based on the following table:[/font] [color=blue][font=Comic Sans MS]% die Effect[/font][/color] [font=Comic Sans MS]01 – 25 [/font][font=Comic Sans MS]Jetpack does not respond to command, but continues to work normally[/font] [font=Comic Sans MS]26 – 45 J[/font][font=Comic Sans MS]etpack fires at twice normal power.[/font] [font=Comic Sans MS]41 – 60 [/font][font=Comic Sans MS]Jetpack fires at half normal power.[/font] [font=Comic Sans MS]61 – 75 [/font][font=Comic Sans MS]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.[/font] [font=Comic Sans MS]76 – 90 [/font][font=Comic Sans MS]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.[/font] [font=Comic Sans MS]91 – 98 [/font][font=Comic Sans MS]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.[/font] [font=Comic Sans MS]99 - 00 [/font][font=Comic Sans MS]Jetpack immediately explodes; user takes 4d6 damage, must save to avoid catching fire, and begins falling.[/font] [font=Comic Sans MS]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. [/font] [/QUOTE]
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