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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7548663" data-attributes="member: 6668634"><p>Some more Ratchet and Clank items.</p><p></p><p><span style="font-size: 15px">Miniturret Glove</span></p><p>This large gauntlet manufactured by MegaCorp, allows the user to create egg shaped shells that deploy into small laser turrets. While the miniturret glove is worn, the hand is covered with the barrel that launches the miniturret egg. Each miniturret has 5 hit points, Defense of 14, hardness 1, diminutive size and weighs only 5 lbs, armed with a laser that deals 2d4 fire damage, range of 50 feet total, +1 to attack rolls, with 20 shots available. The turret lasts 1d4+1 minutes or unless destroyed, or if it runs out of ammunition it self destructs, dealing 2d4 damage to a 5 ft radius. The turret has basic video and audio sensors with a total +3 to Spot and Listen checks to find hidden targets. It attacks anything of small or larger size within 50 feet that is not designated friendly by the user before it is launched, usually tied to the user's HUD and IFF system. Each power pack provides enough power to create 15 miniturrets. Wearing the glove makes the hand unavailable for use, but is designed for quick donning and removal, taking a move action to don, while the quick release system removes the miniturret glove as a free action.</p><p>Weight: 9 lbs</p><p>PDC: 21 (Mil +3)</p><p></p><p><span style="font-size: 15px">Thermanator (PL 6)</span></p><p>The Thermanator is a device that can thaw or freeze any pool of water, although it can't be used to freeze or thaw oceans. By training the beam, and selecting thaw or freeze, it can freeze or thaw 10 gallons of water per round. Each round of use uses 1 charge from the power pack, which has a 50 charges.</p><p>Weight: 5 lbs</p><p>PDC: 11</p><p></p><p><span style="font-size: 15px">Plasma Coil</span></p><p>The plasma coil is a short, heavy blue and silver pistol with three rotating holed claws on the end of the barrel, and fires balls of plasma, that after striking a target, releases a burst of electrical energy, which can also stun targets.</p><p></p><p><strong>Plasma Coil (PL 7 Personal Firearms Proficiency)</strong></p><p>Damage: 4d10 + 3d6 </p><p>Critical: x2 (against target struck)</p><p>Damage Type: fire (plasma) and electrical</p><p>Range Increment: 40 ft</p><p>Blast Radius: 10 ft</p><p>Rate of Fire: Single</p><p>Size: Medium</p><p>Weight: 6 lbs</p><p>Ammo: 20 box</p><p>Purchase DC: 22 (Mil +3)</p><p>Notes: Target struck suffers the 4d10 fire and all, including the target struck, suffer the 3d6 electrical damage, Reflex save DC 14 for half, the target struck must save DC 17 for half damage. Also all targets in the blast radius must make a Fort save DC 13 or be stunned for 1d4 rounds.</p><p></p><p></p><p><span style="font-size: 15px">Blitz Gun</span></p><p>The Blitz gun, made by MegaCorp, is a medium sized shotgun with a large squared barrel with a lower small muzzle below it. It features an orange targeting computer above the muzzle, with a left-hand grip. The blitz gun fires scatter shots which are followed by arcs of lightning.</p><p></p><p><strong>Blitz Gun (PL6 Personal Firearms Proficiency)</strong></p><p>Damage: 2d8 + 3d6</p><p>Critical: 20 x2</p><p>Damage Type: ballistic plus electricity</p><p>Range Increment: 40 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 15 lbs</p><p>Ammo: 25 box and 50 box power pack</p><p>Purchase DC: 21 (Mil +3)</p><p>Notes: Uses 12 gauge ammunition plus a standard power pack. Targeting computer grants +1 to attacks within first 2 range increments.</p><p></p><p><span style="font-size: 15px">Lancer</span></p><p>A silver metallic pistol with red decorations and a red trigger, the nozzle and barrel glow orange, the same colour as the energy bolts it fires that explode on contact. Two red and black wires on the top connect the nozzle to the main body of the Lancer. </p><p></p><p><strong>Lancer (PL6 Personal Firearms Proficiency)</strong></p><p>Damage: 2d8 +2d6</p><p>Critical: 20 x2</p><p>Damage Type: Energy</p><p>Range Increment: 60 ft</p><p>Blast Radius: 5 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 5 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 20 (Res +2)</p><p>Notes: Targets struck suffer 2d8 plus the 2d6 damage, those in the blast radius suffer only the 2d6 energy damage, Reflex save DC 13 for half damage.</p><p></p><p><span style="font-size: 15px">Lava Gun</span></p><p>The Lava Gun is a rifle with a red glowing canister in front of the trigger guard. It fires a stream of lava that continues to burn for awhile, making it an excellent weapon for tactical purposes as the continuing lava burning leaves areas the weapon has fired in dangerous to travel through. The Lava gun uses a power pack to power the nanotechnology that creates the lava blasts.</p><p></p><p><strong>Lava Gun (PL7 Simple Weapon Proficiency)</strong></p><p>Damage: 4d6</p><p>Critical: -</p><p>Damage Type: Fire</p><p>Range Increment: 40 ft line, 5 ft wide</p><p>Rate of Fire: Single</p><p>Size: Large</p><p>Weight: 20 lbs</p><p>Ammo: 30 box</p><p>Purchase DC: 22 (Mil +3)</p><p>Notes: Targets in the line must make Reflex save DC 15 for half damage. Targets struck and the ground in the area the line passed through continue to take damage, suffering 2d6 for 1d4+2 rounds, unless the lava is scrapped off, Reflex save DC 13 as a full round action, or is sufficiently cooled (submerged in cold water for 2 full rounds, or at least 5 points of cold damage done).</p><p></p><p><span style="font-size: 12px">Weapon Mods</span></p><p><strong>Napalm Mod</strong></p><p>This mod can only be added to weapons that use explosive ammunition. The weapon has a small nanotech factory mounted to where the ammunition feed is, and the clip is slid into this device. This mod modifies the ammunition so that when it detonates, it leaves behind a pool of lava that sticks to the target and the burst area, continuing to deal damage for 1d4 rounds, dealing 50% of the original damage dealt each round. The lava can be scrapped off as a full round action, or submerged in water for two rounds, or at least 3 points of cold damage dealt. Adds 3 lbs to weapon. PDC: 15 Mil +3</p><p></p><p><strong>Freeze Mod</strong></p><p>This mod can be added to weapons with physical ammunition, adding a light blue device around the ammunition feed. Adds 1d6 cold damage to the projectile, and targets struck must make Fort save DC 15, or be Slowed (speed reduced by half, -2 to attack, skills and Reflex saves) for 1d4 rounds. Targets vulnerable to cold suffer -2 to their Fort save, and duration is doubled. Adds 4 lbs to weapon. PDC: 15 Mil +3</p><p></p><p><strong>Acid Mod</strong></p><p>This mod can be added to weapons with physical ammunition, adding a green device around the ammunition feed. This device injects each shot with high molarity hydrofluoric acid, adding 1d6 acid damage that deals 1d4 acid damage the next round. Adds 3 lbs to the weapon. PDC: 16 Mil +3</p><p></p><p><strong>Shock Mod</strong></p><p>This mod can be added to weapons with physical ammunition, adding a light blue device around the ammunition feed. This mod modifies the ammunition to emit an electrical burst once it strikes a target, dealing 1d6 electrical damage to the target and those in a 10 ft burst, Reflex save DC 13, the initial target struck doesn't get the save. PDC: 15 Res +2.</p><p></p><p><strong>Impact Mod</strong></p><p>This mod, added to physical non-exploding ammunition weapons, modifies the ammunition with nano-scale anti-gravity repulsor particles, creating a small concussion wave upon impact, knocking the target back. Targets struck must make a Reflex save DC 15 or be knocked prone, a failure by more than 5 knocks the person back 5 feet and prone. A successful save the target is only Dazed for 1 round. Adds a 2 lbs grey device around the ammunition feed of the weapon. PDC: 14 Res +2</p></blockquote><p></p>
[QUOTE="kronos182, post: 7548663, member: 6668634"] Some more Ratchet and Clank items. [SIZE=4]Miniturret Glove[/SIZE] This large gauntlet manufactured by MegaCorp, allows the user to create egg shaped shells that deploy into small laser turrets. While the miniturret glove is worn, the hand is covered with the barrel that launches the miniturret egg. Each miniturret has 5 hit points, Defense of 14, hardness 1, diminutive size and weighs only 5 lbs, armed with a laser that deals 2d4 fire damage, range of 50 feet total, +1 to attack rolls, with 20 shots available. The turret lasts 1d4+1 minutes or unless destroyed, or if it runs out of ammunition it self destructs, dealing 2d4 damage to a 5 ft radius. The turret has basic video and audio sensors with a total +3 to Spot and Listen checks to find hidden targets. It attacks anything of small or larger size within 50 feet that is not designated friendly by the user before it is launched, usually tied to the user's HUD and IFF system. Each power pack provides enough power to create 15 miniturrets. Wearing the glove makes the hand unavailable for use, but is designed for quick donning and removal, taking a move action to don, while the quick release system removes the miniturret glove as a free action. Weight: 9 lbs PDC: 21 (Mil +3) [SIZE=4]Thermanator (PL 6)[/SIZE] The Thermanator is a device that can thaw or freeze any pool of water, although it can't be used to freeze or thaw oceans. By training the beam, and selecting thaw or freeze, it can freeze or thaw 10 gallons of water per round. Each round of use uses 1 charge from the power pack, which has a 50 charges. Weight: 5 lbs PDC: 11 [SIZE=4]Plasma Coil[/SIZE] The plasma coil is a short, heavy blue and silver pistol with three rotating holed claws on the end of the barrel, and fires balls of plasma, that after striking a target, releases a burst of electrical energy, which can also stun targets. [B]Plasma Coil (PL 7 Personal Firearms Proficiency)[/B] Damage: 4d10 + 3d6 Critical: x2 (against target struck) Damage Type: fire (plasma) and electrical Range Increment: 40 ft Blast Radius: 10 ft Rate of Fire: Single Size: Medium Weight: 6 lbs Ammo: 20 box Purchase DC: 22 (Mil +3) Notes: Target struck suffers the 4d10 fire and all, including the target struck, suffer the 3d6 electrical damage, Reflex save DC 14 for half, the target struck must save DC 17 for half damage. Also all targets in the blast radius must make a Fort save DC 13 or be stunned for 1d4 rounds. [SIZE=4]Blitz Gun[/SIZE] The Blitz gun, made by MegaCorp, is a medium sized shotgun with a large squared barrel with a lower small muzzle below it. It features an orange targeting computer above the muzzle, with a left-hand grip. The blitz gun fires scatter shots which are followed by arcs of lightning. [B]Blitz Gun (PL6 Personal Firearms Proficiency)[/B] Damage: 2d8 + 3d6 Critical: 20 x2 Damage Type: ballistic plus electricity Range Increment: 40 ft Rate of Fire: Semi Size: Large Weight: 15 lbs Ammo: 25 box and 50 box power pack Purchase DC: 21 (Mil +3) Notes: Uses 12 gauge ammunition plus a standard power pack. Targeting computer grants +1 to attacks within first 2 range increments. [SIZE=4]Lancer[/SIZE] A silver metallic pistol with red decorations and a red trigger, the nozzle and barrel glow orange, the same colour as the energy bolts it fires that explode on contact. Two red and black wires on the top connect the nozzle to the main body of the Lancer. [B]Lancer (PL6 Personal Firearms Proficiency)[/B] Damage: 2d8 +2d6 Critical: 20 x2 Damage Type: Energy Range Increment: 60 ft Blast Radius: 5 ft Rate of Fire: Semi Size: Medium Weight: 5 lbs Ammo: 50 box Purchase DC: 20 (Res +2) Notes: Targets struck suffer 2d8 plus the 2d6 damage, those in the blast radius suffer only the 2d6 energy damage, Reflex save DC 13 for half damage. [SIZE=4]Lava Gun[/SIZE] The Lava Gun is a rifle with a red glowing canister in front of the trigger guard. It fires a stream of lava that continues to burn for awhile, making it an excellent weapon for tactical purposes as the continuing lava burning leaves areas the weapon has fired in dangerous to travel through. The Lava gun uses a power pack to power the nanotechnology that creates the lava blasts. [B]Lava Gun (PL7 Simple Weapon Proficiency)[/B] Damage: 4d6 Critical: - Damage Type: Fire Range Increment: 40 ft line, 5 ft wide Rate of Fire: Single Size: Large Weight: 20 lbs Ammo: 30 box Purchase DC: 22 (Mil +3) Notes: Targets in the line must make Reflex save DC 15 for half damage. Targets struck and the ground in the area the line passed through continue to take damage, suffering 2d6 for 1d4+2 rounds, unless the lava is scrapped off, Reflex save DC 13 as a full round action, or is sufficiently cooled (submerged in cold water for 2 full rounds, or at least 5 points of cold damage done). [SIZE=3]Weapon Mods[/SIZE] [B]Napalm Mod[/B] This mod can only be added to weapons that use explosive ammunition. The weapon has a small nanotech factory mounted to where the ammunition feed is, and the clip is slid into this device. This mod modifies the ammunition so that when it detonates, it leaves behind a pool of lava that sticks to the target and the burst area, continuing to deal damage for 1d4 rounds, dealing 50% of the original damage dealt each round. The lava can be scrapped off as a full round action, or submerged in water for two rounds, or at least 3 points of cold damage dealt. Adds 3 lbs to weapon. PDC: 15 Mil +3 [B]Freeze Mod[/B] This mod can be added to weapons with physical ammunition, adding a light blue device around the ammunition feed. Adds 1d6 cold damage to the projectile, and targets struck must make Fort save DC 15, or be Slowed (speed reduced by half, -2 to attack, skills and Reflex saves) for 1d4 rounds. Targets vulnerable to cold suffer -2 to their Fort save, and duration is doubled. Adds 4 lbs to weapon. PDC: 15 Mil +3 [B]Acid Mod[/B] This mod can be added to weapons with physical ammunition, adding a green device around the ammunition feed. This device injects each shot with high molarity hydrofluoric acid, adding 1d6 acid damage that deals 1d4 acid damage the next round. Adds 3 lbs to the weapon. PDC: 16 Mil +3 [B]Shock Mod[/B] This mod can be added to weapons with physical ammunition, adding a light blue device around the ammunition feed. This mod modifies the ammunition to emit an electrical burst once it strikes a target, dealing 1d6 electrical damage to the target and those in a 10 ft burst, Reflex save DC 13, the initial target struck doesn't get the save. PDC: 15 Res +2. [B]Impact Mod[/B] This mod, added to physical non-exploding ammunition weapons, modifies the ammunition with nano-scale anti-gravity repulsor particles, creating a small concussion wave upon impact, knocking the target back. Targets struck must make a Reflex save DC 15 or be knocked prone, a failure by more than 5 knocks the person back 5 feet and prone. A successful save the target is only Dazed for 1 round. Adds a 2 lbs grey device around the ammunition feed of the weapon. PDC: 14 Res +2 [/QUOTE]
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