Some more Mega Man stuff
Additional Mega Buster Weapon Chips
Black Hole Bomb
The weapon discharges a black orb that upon impact acts as a black hole, creating a huge gravitational force sucking in anything nearby, pulling everything within a 50 foot radius that weighs less than 500 lbs to the point of impact. Objects capable of grabbing can attempt a Reflex save DC 19 to attempt to grab something that is not fixed in place, then must make a Strength check DC 25 to stay holding on each round, suffering damage of the Buster as bludgeoning damage. Targets pulled to the point of impact are considered immobile. The effects lasts for 1d4+1 rounds. Uses 20 charges, PDC 30
Forte Vulcan
The Buster fires a homing missile that will follow a target. The missile deals Buster damage as fire damage, gains a +1 to attack roll, and if the attack missed, the missile will fly around to attack the target for enough 2 rounds making its own attack rolls at +5 each round. If it doesn't strike a target after 2 rounds, the missile self detonates. Has a range of 150 ft. Uses 10 charges, PDC 20.
Grab Buster
This modification drains energy from opponents' weapons and uses it to power nanites that heals the wielder. On a successful ranged attack roll, if the target has an energy weapon, must make a Reflex save DC 16 or the weapon's power pack/capacitors/charges are reduced by half 'damage' rolled (no damage actually dealt), and the wielder is healed by that much. Uses 15 charges, PDC 22.
Ice Wall
This modification allows the Buster to create a wall made of ice, measuring 10 feet tall, 30 feet wide 1 foot thick, which can be oriented any way, up to 50 feet away, even form it in the air. The wall has 20 hit points per 10x10 ft area, hardness 5. If the wall is created above a target, as it falls deals 1d6 bludgeoning damage per 10 ft above the target as it drops. The wall will begin to melt at a rate of 1 foot per hour in temperatures of 50 to 70 F (10 to 20 C), half the time for every 20 degrees above that, or indefinitely unless damaged, in freezing temperatures. Uses 20 charges per wall created. PDC 19.
Lightning Bolt
This chip allows the Buster to fire a yellow crackling ball of electricity to a selected spot, or target, and releases bolts of electricity affecting a 15 foot radius sphere area, dealing Buster damage as electricity, Reflex save DC 15 for half damage. Uses 20 charges, PDC 20.
Needle Cannon
This chip allows the Buster to create several needle-like projectiles which can allow for rapid-fire attacks. Each use of 5 charges creates 10 projectiles, which last for 1 minute before breaking down. The Needle Cannon can make single attacks or automatic fire attacks, and if there is not enough projectiles for an automatic attack, it will automatically use more charges to create more. If the Buster is changed to a different type of weapon, any remaining projectiles are wasted. Uses 5 charges for 10 projectiles, PDC 14.
Sonic Wave
This special weapon fires bolts of sonic energy, dealing base damage as sonic damage. Uses 2 charges per shot, PDC 14.
Thunder Claw
This special weapon fires a beam of energy that can also be used like a whip. In standard mode fires a 50 foot long, 5 foot wide line of electrical energy, dealing Buster base damage as electricity, Reflex save DC 16 for half damage, using 3 charges. Alternate mode deals half Buster base damage as electricity, with a 50 foot reach functions as a whip, and able to make ranged grapple attacks, or latch onto objects and allow the wielder to swing, uses 6 charges per 5 rounds of use in this mode. PDC 19.
Mega Man Armour
This set of armour is based on the robot Mega Man, made up of a skin tight blue body suit, with an open face helmet with retractable visor, armoured gauntlets and boots and belt protecting the groin area. The armoured areas are a darker blue. The body suit is made of a ballistic cloth reinforced with nano-composite titanium, the boots and groin hold power systems to power the suits limited systems which include radio and HUD when visor is lowered, basic temperature control and a limited air supply. The gauntlets are designed to allow easy connection to a Mega Buster weapon system and links its status with the suit's HUD, displaying what special weapon is operational, ammunition supply and other features. It also allows for voice commands to activate/deactivate the special weapon features.
Mega Man Armour mk1
The basic suit and one of the most common models.
Mega Man Armour mk1 (PL6+)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +6
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 29
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 3 hour air supply, link to Mega Buster, darkvision 60 ft.
Mega Man Armour mk2
An upgraded version of the armour that uses artificial muscles to increase the wearer's strength and speed. It has larger batteries to power the additional systems allowing it to function at full power for 24 hours before requiring recharging. This is also the first suit to be able to accept additional parts, swapping out helmets, gauntlets, adding armoured body pieces, with add additional functions and/or protection, other than adding/replacing helmet, gauntlets, boots and body armour, can accept 2 additional miscellaneous parts.
Mega Man Armour mk2 (PL6+)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +5
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 20 lbs
Purchase DC: 30
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 3 hour air supply, link to Mega Buster, darkvision 60 ft, parts compatible.
Mega Max Armour mk3 (PL6+)
This version of the armour trades light weight and flexibility for increased protection, with thicker material for the body suit and is the first to feature light armour around the torso for improved protection. Has all the same features as the mk2, other than adding/replacing helmet, gauntlets, boots and body armour, can accept 3 additional miscellaneous parts.
Mega Man Armour mk3 (PL6+)
Type: medium
Equipment Bonus: +5
Nonprof. Bonus: +1
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 25 lbs
Purchase DC: 31
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 4 hour air supply, link to Mega Buster, darkvision 60 ft, parts compatible.
X Series
This series of parts are blue and white with gold trim.
X Boots - These boots have small thrusters that can give the wearer a short burst of speed. When making a charge/bullrush attack, doubles the wearer's speed and adds +10 to melee damage. Usable 5 times before recharges, taking 1 hour to recharge 1 use. PDC 19
X Body - Has additional armour plating, shoulder guards, grants +1 to Defense, adds increased capacitors that reduces connected Mega Buster recharge rates by 1 round. PDC 19
X Arm - Reinforces the gauntlets, increasing unarmed damage by 1 die, making it lethal damage if not already. PDC 13
X Arm 2 - Adds a blaster that is based on the Mega Buster but does not have the Weapon Copy or Variable Charge systems (same damage, range, ammo, etc). PDC 19.
X Head - A stylized helmet, functions similar to regular helmet, but has an additional 30 minutes of air, can be used on its own and has 30 minutes of air. PDC 14.
X2 Series
This series of parts are white, blue with red with gold trim, with a spiked or angled edge design.
X2 Boots - The boots have small thrusters that can give the wearer a short burst of speed, and enhance jumps. When making a charge/bullrush attack, doubles the wearer speed and adds +10 to melee damage. Adds +2 to Jump checks and increases jump distance by 50%. Can perform a charge as part of a jump, DC 22, adding an additional +1 to attack rolls, -1 to Defense, and target struck must make a Reflex save DC 14 or be knocked prone. PDC 20
X2 Body - Adds additional armour plating and a layer that absorbs kinetic damage, converting it into energy. Grants +1 to Defense, increases armour check penalty by -2. For every 5 points of damage from slashing, piercing, bludgeoning, falling, crushing or ballistic, add 1 charge to a maximum of 6 charges. As a move equivalent action, the wearer can release this stored energy in a burst of concussive energy, striking all within 10 ft radius, dealing 1d6 concussive damage per charge used, Reflex save DC 15 for half damage. PDC 20. If all pieces are wear, Defense bonus increases by an additional +1.
X2 Helmet - Increases darkvision to 75 ft, adds x-ray vision to allow seeing through up to an 1 of most materials, half inch of most metals, lead blocks. Grants +2 to Spot and Search secret compartments, doors, etc. PDC 16.
Max Series
This series of parts are designed to be more streamlined.
Max Boots - These boots are fitted with additional artificial muscles to enhance the wearer's speed. Grants +10 ft to land speed. PDC 21
Max Body - This torso armour plating has a built in shield to it for additional protection. Grants +1 to Defense, shield grants DR 10 runs for 5 rounds before requiring a 5 round cool down.
Max Arm - These gauntlets have additional capacitors and relays that link to any attached Mega Busters that increase damage by 1 die type. PDC 23.
Max Arm 2 - Gauntlet is equipped with a beam sword, 2d8, 19-20x2, fire damage. PDC 20.
Max Head - Has built in GPS, inertia mapping system, and motion detector with a 75 foot radius.
Force Series
This series is heavier armoured with additional power systems.
Force Boots - These boots have thrusters that grant the wearer limited flight and hover capabilities. Can fly at a speed of 50 ft, maximum height of 100 ft for 10 rounds before requiring a 20 round cool down. Can hover a few inches above the ground, allowing silent movement, maximum speed 30 ft for up to 15 rounds. PDC 21.
Force Body - Grants +2 to Defense (if armour is light changes to medium), has energy resistance 10 against all energy types except acid and cold. PDC 22. If all the parts of this series are used, the bonus to Defense is increased by +3 instead of +2.
Force Arm - If equipped Mega Buster has Variable charge, when charging an attack, the weapon charges in half the time, but suffers -2 to attack rolls. PDC 23.
Force Arm 2 - One gauntlet is fitted with a plasma pistol with variable charge gadget, can't be used if Mega Buster fitted to same arm. PDC 23.
Force Head - Has programming to make linked Mega Busters more energy efficient. Linked Mega Busters have special weapon charges reduced by 1 to a minimum of 1 charge per use. PDC 23.
Power-Up Parts
These parts at fitted to the armour and add bonuses or other abilities to the armour.
Hyper Jump - Adds programming to the artificial muscles in the legs to grant +2 to Jump checks and increases jump distances by +5 feet. PDC 21
Energy Saver - Improves the efficiency of Mega Buster Special weapons, reducing the charges used by 1 to a minimum of 1. Can be combined with the bonus from the Force Head helmet. PDC 23.
Hyper Shot - The normal mode of attached Mega Busters is improved, allowing it to fire in automatic fire mode. PDC 12.
Speed Up - Adds programming to the artificial muscles in the legs to increase land speed by +5 ft. PDC 15
Barrier Extender - Any non physical shields produced by the armour or parts have their effects increased by 25%. PDC 20
D-Barrier - This is a force field, grants 50 bonus hit points which are depleted first. Lasts for 10 rounds or until depleted. On a critical hit damage bypasses the shield. Once depleted, requires 2 minutes to recharge. PDC 24.
Life-Recover - This device has nanites designed to heal the wearer. Has 10 charges, which recharges at a rate of 1 per hour. Each charge used heals the wearer 1d4 hit points. PDC 22
Additional Mega Buster Weapon Chips
Black Hole Bomb
The weapon discharges a black orb that upon impact acts as a black hole, creating a huge gravitational force sucking in anything nearby, pulling everything within a 50 foot radius that weighs less than 500 lbs to the point of impact. Objects capable of grabbing can attempt a Reflex save DC 19 to attempt to grab something that is not fixed in place, then must make a Strength check DC 25 to stay holding on each round, suffering damage of the Buster as bludgeoning damage. Targets pulled to the point of impact are considered immobile. The effects lasts for 1d4+1 rounds. Uses 20 charges, PDC 30
Forte Vulcan
The Buster fires a homing missile that will follow a target. The missile deals Buster damage as fire damage, gains a +1 to attack roll, and if the attack missed, the missile will fly around to attack the target for enough 2 rounds making its own attack rolls at +5 each round. If it doesn't strike a target after 2 rounds, the missile self detonates. Has a range of 150 ft. Uses 10 charges, PDC 20.
Grab Buster
This modification drains energy from opponents' weapons and uses it to power nanites that heals the wielder. On a successful ranged attack roll, if the target has an energy weapon, must make a Reflex save DC 16 or the weapon's power pack/capacitors/charges are reduced by half 'damage' rolled (no damage actually dealt), and the wielder is healed by that much. Uses 15 charges, PDC 22.
Ice Wall
This modification allows the Buster to create a wall made of ice, measuring 10 feet tall, 30 feet wide 1 foot thick, which can be oriented any way, up to 50 feet away, even form it in the air. The wall has 20 hit points per 10x10 ft area, hardness 5. If the wall is created above a target, as it falls deals 1d6 bludgeoning damage per 10 ft above the target as it drops. The wall will begin to melt at a rate of 1 foot per hour in temperatures of 50 to 70 F (10 to 20 C), half the time for every 20 degrees above that, or indefinitely unless damaged, in freezing temperatures. Uses 20 charges per wall created. PDC 19.
Lightning Bolt
This chip allows the Buster to fire a yellow crackling ball of electricity to a selected spot, or target, and releases bolts of electricity affecting a 15 foot radius sphere area, dealing Buster damage as electricity, Reflex save DC 15 for half damage. Uses 20 charges, PDC 20.
Needle Cannon
This chip allows the Buster to create several needle-like projectiles which can allow for rapid-fire attacks. Each use of 5 charges creates 10 projectiles, which last for 1 minute before breaking down. The Needle Cannon can make single attacks or automatic fire attacks, and if there is not enough projectiles for an automatic attack, it will automatically use more charges to create more. If the Buster is changed to a different type of weapon, any remaining projectiles are wasted. Uses 5 charges for 10 projectiles, PDC 14.
Sonic Wave
This special weapon fires bolts of sonic energy, dealing base damage as sonic damage. Uses 2 charges per shot, PDC 14.
Thunder Claw
This special weapon fires a beam of energy that can also be used like a whip. In standard mode fires a 50 foot long, 5 foot wide line of electrical energy, dealing Buster base damage as electricity, Reflex save DC 16 for half damage, using 3 charges. Alternate mode deals half Buster base damage as electricity, with a 50 foot reach functions as a whip, and able to make ranged grapple attacks, or latch onto objects and allow the wielder to swing, uses 6 charges per 5 rounds of use in this mode. PDC 19.
Mega Man Armour
This set of armour is based on the robot Mega Man, made up of a skin tight blue body suit, with an open face helmet with retractable visor, armoured gauntlets and boots and belt protecting the groin area. The armoured areas are a darker blue. The body suit is made of a ballistic cloth reinforced with nano-composite titanium, the boots and groin hold power systems to power the suits limited systems which include radio and HUD when visor is lowered, basic temperature control and a limited air supply. The gauntlets are designed to allow easy connection to a Mega Buster weapon system and links its status with the suit's HUD, displaying what special weapon is operational, ammunition supply and other features. It also allows for voice commands to activate/deactivate the special weapon features.
Mega Man Armour mk1
The basic suit and one of the most common models.
Mega Man Armour mk1 (PL6+)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +6
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 29
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 3 hour air supply, link to Mega Buster, darkvision 60 ft.
Mega Man Armour mk2
An upgraded version of the armour that uses artificial muscles to increase the wearer's strength and speed. It has larger batteries to power the additional systems allowing it to function at full power for 24 hours before requiring recharging. This is also the first suit to be able to accept additional parts, swapping out helmets, gauntlets, adding armoured body pieces, with add additional functions and/or protection, other than adding/replacing helmet, gauntlets, boots and body armour, can accept 2 additional miscellaneous parts.
Mega Man Armour mk2 (PL6+)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +5
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 20 lbs
Purchase DC: 30
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 3 hour air supply, link to Mega Buster, darkvision 60 ft, parts compatible.
Mega Max Armour mk3 (PL6+)
This version of the armour trades light weight and flexibility for increased protection, with thicker material for the body suit and is the first to feature light armour around the torso for improved protection. Has all the same features as the mk2, other than adding/replacing helmet, gauntlets, boots and body armour, can accept 3 additional miscellaneous parts.
Mega Man Armour mk3 (PL6+)
Type: medium
Equipment Bonus: +5
Nonprof. Bonus: +1
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 25 lbs
Purchase DC: 31
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 4 hour air supply, link to Mega Buster, darkvision 60 ft, parts compatible.
X Series
This series of parts are blue and white with gold trim.
X Boots - These boots have small thrusters that can give the wearer a short burst of speed. When making a charge/bullrush attack, doubles the wearer's speed and adds +10 to melee damage. Usable 5 times before recharges, taking 1 hour to recharge 1 use. PDC 19
X Body - Has additional armour plating, shoulder guards, grants +1 to Defense, adds increased capacitors that reduces connected Mega Buster recharge rates by 1 round. PDC 19
X Arm - Reinforces the gauntlets, increasing unarmed damage by 1 die, making it lethal damage if not already. PDC 13
X Arm 2 - Adds a blaster that is based on the Mega Buster but does not have the Weapon Copy or Variable Charge systems (same damage, range, ammo, etc). PDC 19.
X Head - A stylized helmet, functions similar to regular helmet, but has an additional 30 minutes of air, can be used on its own and has 30 minutes of air. PDC 14.
X2 Series
This series of parts are white, blue with red with gold trim, with a spiked or angled edge design.
X2 Boots - The boots have small thrusters that can give the wearer a short burst of speed, and enhance jumps. When making a charge/bullrush attack, doubles the wearer speed and adds +10 to melee damage. Adds +2 to Jump checks and increases jump distance by 50%. Can perform a charge as part of a jump, DC 22, adding an additional +1 to attack rolls, -1 to Defense, and target struck must make a Reflex save DC 14 or be knocked prone. PDC 20
X2 Body - Adds additional armour plating and a layer that absorbs kinetic damage, converting it into energy. Grants +1 to Defense, increases armour check penalty by -2. For every 5 points of damage from slashing, piercing, bludgeoning, falling, crushing or ballistic, add 1 charge to a maximum of 6 charges. As a move equivalent action, the wearer can release this stored energy in a burst of concussive energy, striking all within 10 ft radius, dealing 1d6 concussive damage per charge used, Reflex save DC 15 for half damage. PDC 20. If all pieces are wear, Defense bonus increases by an additional +1.
X2 Helmet - Increases darkvision to 75 ft, adds x-ray vision to allow seeing through up to an 1 of most materials, half inch of most metals, lead blocks. Grants +2 to Spot and Search secret compartments, doors, etc. PDC 16.
Max Series
This series of parts are designed to be more streamlined.
Max Boots - These boots are fitted with additional artificial muscles to enhance the wearer's speed. Grants +10 ft to land speed. PDC 21
Max Body - This torso armour plating has a built in shield to it for additional protection. Grants +1 to Defense, shield grants DR 10 runs for 5 rounds before requiring a 5 round cool down.
Max Arm - These gauntlets have additional capacitors and relays that link to any attached Mega Busters that increase damage by 1 die type. PDC 23.
Max Arm 2 - Gauntlet is equipped with a beam sword, 2d8, 19-20x2, fire damage. PDC 20.
Max Head - Has built in GPS, inertia mapping system, and motion detector with a 75 foot radius.
Force Series
This series is heavier armoured with additional power systems.
Force Boots - These boots have thrusters that grant the wearer limited flight and hover capabilities. Can fly at a speed of 50 ft, maximum height of 100 ft for 10 rounds before requiring a 20 round cool down. Can hover a few inches above the ground, allowing silent movement, maximum speed 30 ft for up to 15 rounds. PDC 21.
Force Body - Grants +2 to Defense (if armour is light changes to medium), has energy resistance 10 against all energy types except acid and cold. PDC 22. If all the parts of this series are used, the bonus to Defense is increased by +3 instead of +2.
Force Arm - If equipped Mega Buster has Variable charge, when charging an attack, the weapon charges in half the time, but suffers -2 to attack rolls. PDC 23.
Force Arm 2 - One gauntlet is fitted with a plasma pistol with variable charge gadget, can't be used if Mega Buster fitted to same arm. PDC 23.
Force Head - Has programming to make linked Mega Busters more energy efficient. Linked Mega Busters have special weapon charges reduced by 1 to a minimum of 1 charge per use. PDC 23.
Power-Up Parts
These parts at fitted to the armour and add bonuses or other abilities to the armour.
Hyper Jump - Adds programming to the artificial muscles in the legs to grant +2 to Jump checks and increases jump distances by +5 feet. PDC 21
Energy Saver - Improves the efficiency of Mega Buster Special weapons, reducing the charges used by 1 to a minimum of 1. Can be combined with the bonus from the Force Head helmet. PDC 23.
Hyper Shot - The normal mode of attached Mega Busters is improved, allowing it to fire in automatic fire mode. PDC 12.
Speed Up - Adds programming to the artificial muscles in the legs to increase land speed by +5 ft. PDC 15
Barrier Extender - Any non physical shields produced by the armour or parts have their effects increased by 25%. PDC 20
D-Barrier - This is a force field, grants 50 bonus hit points which are depleted first. Lasts for 10 rounds or until depleted. On a critical hit damage bypasses the shield. Once depleted, requires 2 minutes to recharge. PDC 24.
Life-Recover - This device has nanites designed to heal the wearer. Has 10 charges, which recharges at a rate of 1 per hour. Each charge used heals the wearer 1d4 hit points. PDC 22