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<blockquote data-quote="kronos182" data-source="post: 8294558" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Adventure Corp Bases</span></strong></p><p>Adventure Corp offers a series of prefabricated buildings that can function as a base of operations for adventurers, mercenaries, other independent operators. These bases come in the form of several 53 foot long trailers with construction robots that assemble the building from the materials within, eventually becoming part of the structure itself functioning as the building's central computer and control system. The final building will appear as a generic warehouse type structure, or another type of building if programmed with the specifications. The building can be built within an existing building of existing or slightly larger size, which will hide the existence of the newer building.</p><p>These bases are made with reinforced materials, approximately 3 stories high, with a modular interior, typically set up with a large open area that has two, or more, roll up doors which are either ground level to allow vehicles to drive in, or dock level for trailers to back up to. This large area can easily be divided into smaller areas to serve as repair areas, manufacturing areas, storage, or any other purposes the owners wish. The rest of the interior is divided into various rooms of various sizes, but typically includes a reception style main entrance, 2d4 office style rooms, a large lunch style room with fridges, microwaves, stove and cupboards that can seat up to 20, locker room, 4 washrooms, two with showers, a caged storage area with heavy locks. Another 2d4 rooms which can be easily set up for other uses such as bedrooms, cells, or small storage areas.</p><p>The building can easily be hooked up to local power grid and water system, but also comes with solar panels, batteries and heavy gas or diesel powered generators to prove power, with water collection and purification system. The construction robots become the central computers for the building, which connects to an internal security, video, communications and fire suppression system, heating and cooling systems. The outside of the building has cameras which are part of the security and alarm system. Basic radio and phone system with high speed wireless internet communications is built in.</p><p>These bases typically have about 16,000 square feet, about 1500 ft by 4000 ft, but other sizes are available, up to 4000 ft by 4000 ft, with all interior space divided up into 3 floors. The building walls typically have 70 hit points per 10 ft by 10 ft area with hardness 15, layered to protect against standard armour piercing warheads being only 75% effective (reduce the warhead's ability to ignore hardness by 25%, rounding down).</p><p>PDC: 47 Takes 1 week to construct.</p><p></p><p><strong><span style="font-size: 22px">Options</span></strong></p><p><strong>Reinforced Structure</strong></p><p>This uses stronger and more resistant materials, increased reinforcement of the walls and foundation. Increases hit points per 10 ft by 10 ft area by +15, increases hardness by +3. Can be applied up to 3 times. PDC: 40</p><p></p><p><strong>Basic Medical Bay</strong></p><p>Includes a basic medical sensor, basic tools and medicines that equal to Advanced First Aid and Surgical kits with at least enough supplies for 5 to 10 uses. A couple of beds and medical supplies. Types up 20 ft by 20 ft area. PDC 15</p><p></p><p><strong>Medical Bay, Expanded</strong></p><p>The expanded medical bay is larger, and more advanced than the basic medbay, including more diagnostic equipment, automatic diagnostic systems and automatic monitoring systems and possibly automatic drug dispensing systems. Able to treat about 20 people before requiring restacking. The medical database will also contain basic surgery instructions, information about common bacteria, diseases, poisons, toxins and venoms and treatments as well as supplies for treating them. Grants +1 to Knowledge: Earth and Life Sciences (in relation to medicine, biology, genetics) and Treat Injury. Requires 1 doctor, takes up a 30 ft by 50 ft area. PDC 25.</p><p></p><p><strong>Enhanced Medical Bay</strong></p><p>The enhanced medical bay can be added to any medical bay except the basic. This version has improved scanners, drug dispensers, systems for creating new medicines or anti-toxins from scratch. Grants +2 to Knowledge: earth and Life Sciences and Treat Injury. Anyone with at least 3 ranks in Treat Injury can benefit from the Surgery feat at -2 to Treat Injury checks. Anyone in the medbay taking complete bed rest (resting for 24 hours), the patient only needs to rest for 18 hours to gain the full benefits of complete bed rest. There will also be an isolation lab that will have two beds with separate oxygen supply, small autopsy area and 1d4 cold storage bays for dead bodies.</p><p>Requires at least 2 doctors, taking up a 100 ft by 100 ft area. PDC 35</p><p></p><p><strong>Chemistry Lab</strong></p><p>Small chemistry lab to allow creating or distilling chemicals, toxins, etc, granting +2 to Craft: Pharmaceutical and Chemical.</p><p>Takes up a 25 ft by 25 ft area. PDC 25</p><p></p><p><strong>Advanced Chemistry Lab</strong></p><p>A larger laboratory, capable of making complex chemicals, compounds and even explosives, granting +5 to Craft: Pharmaceutical and Chemical checks. Has several large storage takes for various chemicals and compounds. Takes up a 100 ft by 100 ft area, PDC 35.</p><p></p><p><strong>Science Lab Basic</strong></p><p>This is a lab designed for research, minor surveying, and studying whatever the crew happens to come across. The basic lab includes basic lab tools and sensors for performing research, studying samples of various types of materials from liquids, gases and solids. Includes many sample containers and shelving for holding samples, microscopes, small x-rays, chemical analyzing equipment, carbon dating systems, an isolation chamber for samples, heavy radiation shielding for any radioactive samples, fire suppression, ventilation systems for containing any poisonous or toxic fumes that might escape. Provides all the basic equipment of any science lab. Takes up a 75 ft by 75 ft area, PDC 30.</p><p></p><p><strong>Standard Science Lab</strong></p><p>This is a full lab for research, minor reverse engineering, studying and some surveying, cataloguing new specimens. Comes with all kinds of sensors, tools and equipment to conduct research and study specimens. Has everything in the basic science lab, but includes far more sample storage, 2 large isolation areas (each 15 ft by 15 ft) with independent environmental controls and oxygen supplies and two robotic arms for manipulating objects inside and special sterile pass through box in the wall and airock, 8 small isolation pods that are 4 ft by 4 ft that users can access the material with robotic arms or built in gloves. The isolation pods are all radiation shielded. The computers and equipment grants +2 to Knowledge: Earth and Life Sciences, Physical Sciences, Technology, Xeno-technology, Research. Comes with a small chemistry lab to allow creating or distilling chemicals, toxins, etc, granting +2 to Craft: Pharmaceutical and Chemical. The small workshop allows the study and assembly of small equipment (nothing larger than the size of a medium sized bookshelf), or for reverse engineering.</p><p>Uses up a 100 ft by 150 ft area PDC 36.</p><p></p><p><strong>Advanced Science Lab</strong></p><p>This lab has extensive and advanced equipment for research, cataloguing specimens, reverse engineering and crafting equipment. Grants +5 to Computer Use checks, Research, Craft Chemical and Pharmaceutical, Knowledge: Earth and Life Sciences, Physical Sciences, Technology and Xeno-technology, and +3 to Craft Mechanical and Electrical. The advanced lab has special ventilation systems and heavy radiation shielding granting anyone inside +4 to Fort saves against radiation from the event a sample not in an isolation chamber begins to emit radiation or if the ship itself is bombarded by heavy radiation. An incinerator (4 ft by 4 ft by 4 ft) for destroying harmful samples. 4 isolation areas and 16 isolation pods. The lab can be completely sealed from the rest of the ship with its own oxygen supply for 3 days.</p><p>Uses up a 200 ft by 300 ft area PDC 40.</p><p></p><p><strong>Workshop Basic</strong></p><p>This is a basic workshop, allowing for repairing equipment and crafting small replacement parts for most vehicles and equipment. Small inert ammunition can be crafted (bullets or railgun rounds but no specialty rounds that require chemicals, explosives or moving parts). Provides the tools for crafting electrical, mechanical and small structural items from simple hand weapons, electrical equipment, pieces for armour suits, small ship parts, small structural items, or repairing such items. Nothing larger than 6 ft by 4 ft by 4 ft in size. Has all the equipment to make Craft: Electrical, Mechanical, Structural and Repair checks without penalties. Has enough supplies on hand to create, or repair up to 400 lbs of gear, or 40 hp of items within the shop itself. More supplies can be carried in storage areas.</p><p>Uses up 50 ft by 50 ft area, PDC 34.</p><p></p><p><strong>Standard Workshop</strong></p><p>This is a standard workshop, able to make most items and repair them. There is enough space to repair, or even larger vehicles, with enough time and skill, an item of large size, such as bikes or small personal speeders, suits of armour and ship components up to that size. Grants +2 to Craft: Electrical, Mechanical, Structural and Repair checks. The shop carries enough supplies to create up to 1 ton of items, or 100 hp, but usually has direct access to cargo bay for ease of access to more supplies and move items for repair or built to and from the shop to the cargo bays or hanger.</p><p>Uses up a 75 ft by 75 ft area, PDC 38.</p><p></p><p><strong>Expanded Workshop</strong></p><p>This workshop is large, able to work on multiple large items or pool resources to work on an object up to gargantuan size, or 4 large objects at once. Has direct access to cargo bay or hanger. These shops can work on more complex items, and with skilled crew, can assemble small fighter craft, with the correct components on hand. Grants +4 to Craft: Electrical, Mechanical, Structural and Repair checks, carries enough supplies for up to 5 tons of items, or 200 hp.</p><p>Uses up a 100 ft by 100 ft area, PDC 43.</p><p></p><p><strong>Heavy Workshop</strong></p><p>This workshop can work on items up to huge size, or smaller. Exactly the same as the Expanded Workshop, just larger and can support the heavier weight of larger ships or equipment being created and the equipment to move them between the workshop and cargo bay or hanger. Same bonuses, but objects of large size or smaller have craft and repair times reduced by 25%. Holds enough supplies in the workshop for 15 tons of items or 300 hp to be created or repaired, additional supplies must be held in cargo bays.</p><p>Takes up a 150 ft by 150 ft area, PDC 49.</p><p></p><p><strong>Advanced Workshop</strong></p><p>This workshop has more advanced equipment, and is added to any workshop except the basic workshop. Comes equipped with Electricomp and Mechanicomp sensors (+4 to Repair checks), grants +4 to Craft: Electrical, Mechanical and Structural checks. Repair times are reduced by 25%, but not crafting time.</p><p>Uses up an additional 5 tons of cargo per ship type, increase PDC +4.</p><p></p><p><strong>Chapel</strong></p><p>This is a small chapel, consecrated by priests, with confessional, crucifix, selection of holy texts. Performing divine magic within the chapel gains an additional die, or fixed values are increased by 50%, durations are increased by double. Takes up 30 ft by 50 ft area. PDC 31</p><p></p><p><strong>Magic Laboratory</strong></p><p>This laboratory is designed to create magical potions, with various magical wards and filled with a basic chemical lab with additional magical items and equipment. Grants +2 to checks making magical potions and items. Takes up 30 ft by 30 ft area. PDC 33</p><p></p><p><strong>Nonlethal Security System</strong></p><p>If someone breaks into the building, an automated system, or triggered manually by someone at the controls, can trigger countermeasures. Typically restraints or gas that causes intruders to lose consciousness. Restraints target must make Reflex save DC 17 or be restrained, typically made of launchable globs of hardening goo, plastic bands fired from concealed launchers. Strength DC 22 to break.</p><p>Gas requires Fort DC 15 or be rendered unconscious for 1d4 hours, gas lingers for 15 minutes before dissipating. Either method has typically 10 uses per entrance or secured area.</p><p>PDC 35 Lic (+1)</p><p></p><p><strong>Retractable Weapons</strong></p><p>A concealed retractable mount with tracking system fitted with weapon of choice. Search DC 19 to find the concealed weapon, weapon has +5 to attack rolls, has enough ammunition for typically 2 reloads. PDC weapon PDC + 10. Res to Mil (+2 to +3)</p><p></p><p><strong>Secret Entrance</strong></p><p>This is an entrance that is concealed and accessible from a short distance away that leads underground into the building, about 200 feet away from the building.</p><p>Search DC 21 to find. Large personnel door PDC 23, large vehicle 25. PDC +1 per additional 50 ft from the building.</p><p></p><p><strong>Retractable Roof Access</strong></p><p>This modifies the roof to open to allow VTOL craft, or flying characters to leave through the roof of the building.</p><p>PDC: 24</p></blockquote><p></p>
[QUOTE="kronos182, post: 8294558, member: 6668634"] [B][SIZE=7]Adventure Corp Bases[/SIZE][/B] Adventure Corp offers a series of prefabricated buildings that can function as a base of operations for adventurers, mercenaries, other independent operators. These bases come in the form of several 53 foot long trailers with construction robots that assemble the building from the materials within, eventually becoming part of the structure itself functioning as the building's central computer and control system. The final building will appear as a generic warehouse type structure, or another type of building if programmed with the specifications. The building can be built within an existing building of existing or slightly larger size, which will hide the existence of the newer building. These bases are made with reinforced materials, approximately 3 stories high, with a modular interior, typically set up with a large open area that has two, or more, roll up doors which are either ground level to allow vehicles to drive in, or dock level for trailers to back up to. This large area can easily be divided into smaller areas to serve as repair areas, manufacturing areas, storage, or any other purposes the owners wish. The rest of the interior is divided into various rooms of various sizes, but typically includes a reception style main entrance, 2d4 office style rooms, a large lunch style room with fridges, microwaves, stove and cupboards that can seat up to 20, locker room, 4 washrooms, two with showers, a caged storage area with heavy locks. Another 2d4 rooms which can be easily set up for other uses such as bedrooms, cells, or small storage areas. The building can easily be hooked up to local power grid and water system, but also comes with solar panels, batteries and heavy gas or diesel powered generators to prove power, with water collection and purification system. The construction robots become the central computers for the building, which connects to an internal security, video, communications and fire suppression system, heating and cooling systems. The outside of the building has cameras which are part of the security and alarm system. Basic radio and phone system with high speed wireless internet communications is built in. These bases typically have about 16,000 square feet, about 1500 ft by 4000 ft, but other sizes are available, up to 4000 ft by 4000 ft, with all interior space divided up into 3 floors. The building walls typically have 70 hit points per 10 ft by 10 ft area with hardness 15, layered to protect against standard armour piercing warheads being only 75% effective (reduce the warhead's ability to ignore hardness by 25%, rounding down). PDC: 47 Takes 1 week to construct. [B][SIZE=6]Options[/SIZE] Reinforced Structure[/B] This uses stronger and more resistant materials, increased reinforcement of the walls and foundation. Increases hit points per 10 ft by 10 ft area by +15, increases hardness by +3. Can be applied up to 3 times. PDC: 40 [B]Basic Medical Bay[/B] Includes a basic medical sensor, basic tools and medicines that equal to Advanced First Aid and Surgical kits with at least enough supplies for 5 to 10 uses. A couple of beds and medical supplies. Types up 20 ft by 20 ft area. PDC 15 [B]Medical Bay, Expanded[/B] The expanded medical bay is larger, and more advanced than the basic medbay, including more diagnostic equipment, automatic diagnostic systems and automatic monitoring systems and possibly automatic drug dispensing systems. Able to treat about 20 people before requiring restacking. The medical database will also contain basic surgery instructions, information about common bacteria, diseases, poisons, toxins and venoms and treatments as well as supplies for treating them. Grants +1 to Knowledge: Earth and Life Sciences (in relation to medicine, biology, genetics) and Treat Injury. Requires 1 doctor, takes up a 30 ft by 50 ft area. PDC 25. [B]Enhanced Medical Bay[/B] The enhanced medical bay can be added to any medical bay except the basic. This version has improved scanners, drug dispensers, systems for creating new medicines or anti-toxins from scratch. Grants +2 to Knowledge: earth and Life Sciences and Treat Injury. Anyone with at least 3 ranks in Treat Injury can benefit from the Surgery feat at -2 to Treat Injury checks. Anyone in the medbay taking complete bed rest (resting for 24 hours), the patient only needs to rest for 18 hours to gain the full benefits of complete bed rest. There will also be an isolation lab that will have two beds with separate oxygen supply, small autopsy area and 1d4 cold storage bays for dead bodies. Requires at least 2 doctors, taking up a 100 ft by 100 ft area. PDC 35 [B]Chemistry Lab[/B] Small chemistry lab to allow creating or distilling chemicals, toxins, etc, granting +2 to Craft: Pharmaceutical and Chemical. Takes up a 25 ft by 25 ft area. PDC 25 [B]Advanced Chemistry Lab[/B] A larger laboratory, capable of making complex chemicals, compounds and even explosives, granting +5 to Craft: Pharmaceutical and Chemical checks. Has several large storage takes for various chemicals and compounds. Takes up a 100 ft by 100 ft area, PDC 35. [B]Science Lab Basic[/B] This is a lab designed for research, minor surveying, and studying whatever the crew happens to come across. The basic lab includes basic lab tools and sensors for performing research, studying samples of various types of materials from liquids, gases and solids. Includes many sample containers and shelving for holding samples, microscopes, small x-rays, chemical analyzing equipment, carbon dating systems, an isolation chamber for samples, heavy radiation shielding for any radioactive samples, fire suppression, ventilation systems for containing any poisonous or toxic fumes that might escape. Provides all the basic equipment of any science lab. Takes up a 75 ft by 75 ft area, PDC 30. [B]Standard Science Lab[/B] This is a full lab for research, minor reverse engineering, studying and some surveying, cataloguing new specimens. Comes with all kinds of sensors, tools and equipment to conduct research and study specimens. Has everything in the basic science lab, but includes far more sample storage, 2 large isolation areas (each 15 ft by 15 ft) with independent environmental controls and oxygen supplies and two robotic arms for manipulating objects inside and special sterile pass through box in the wall and airock, 8 small isolation pods that are 4 ft by 4 ft that users can access the material with robotic arms or built in gloves. The isolation pods are all radiation shielded. The computers and equipment grants +2 to Knowledge: Earth and Life Sciences, Physical Sciences, Technology, Xeno-technology, Research. Comes with a small chemistry lab to allow creating or distilling chemicals, toxins, etc, granting +2 to Craft: Pharmaceutical and Chemical. The small workshop allows the study and assembly of small equipment (nothing larger than the size of a medium sized bookshelf), or for reverse engineering. Uses up a 100 ft by 150 ft area PDC 36. [B]Advanced Science Lab[/B] This lab has extensive and advanced equipment for research, cataloguing specimens, reverse engineering and crafting equipment. Grants +5 to Computer Use checks, Research, Craft Chemical and Pharmaceutical, Knowledge: Earth and Life Sciences, Physical Sciences, Technology and Xeno-technology, and +3 to Craft Mechanical and Electrical. The advanced lab has special ventilation systems and heavy radiation shielding granting anyone inside +4 to Fort saves against radiation from the event a sample not in an isolation chamber begins to emit radiation or if the ship itself is bombarded by heavy radiation. An incinerator (4 ft by 4 ft by 4 ft) for destroying harmful samples. 4 isolation areas and 16 isolation pods. The lab can be completely sealed from the rest of the ship with its own oxygen supply for 3 days. Uses up a 200 ft by 300 ft area PDC 40. [B]Workshop Basic[/B] This is a basic workshop, allowing for repairing equipment and crafting small replacement parts for most vehicles and equipment. Small inert ammunition can be crafted (bullets or railgun rounds but no specialty rounds that require chemicals, explosives or moving parts). Provides the tools for crafting electrical, mechanical and small structural items from simple hand weapons, electrical equipment, pieces for armour suits, small ship parts, small structural items, or repairing such items. Nothing larger than 6 ft by 4 ft by 4 ft in size. Has all the equipment to make Craft: Electrical, Mechanical, Structural and Repair checks without penalties. Has enough supplies on hand to create, or repair up to 400 lbs of gear, or 40 hp of items within the shop itself. More supplies can be carried in storage areas. Uses up 50 ft by 50 ft area, PDC 34. [B]Standard Workshop[/B] This is a standard workshop, able to make most items and repair them. There is enough space to repair, or even larger vehicles, with enough time and skill, an item of large size, such as bikes or small personal speeders, suits of armour and ship components up to that size. Grants +2 to Craft: Electrical, Mechanical, Structural and Repair checks. The shop carries enough supplies to create up to 1 ton of items, or 100 hp, but usually has direct access to cargo bay for ease of access to more supplies and move items for repair or built to and from the shop to the cargo bays or hanger. Uses up a 75 ft by 75 ft area, PDC 38. [B]Expanded Workshop[/B] This workshop is large, able to work on multiple large items or pool resources to work on an object up to gargantuan size, or 4 large objects at once. Has direct access to cargo bay or hanger. These shops can work on more complex items, and with skilled crew, can assemble small fighter craft, with the correct components on hand. Grants +4 to Craft: Electrical, Mechanical, Structural and Repair checks, carries enough supplies for up to 5 tons of items, or 200 hp. Uses up a 100 ft by 100 ft area, PDC 43. [B]Heavy Workshop[/B] This workshop can work on items up to huge size, or smaller. Exactly the same as the Expanded Workshop, just larger and can support the heavier weight of larger ships or equipment being created and the equipment to move them between the workshop and cargo bay or hanger. Same bonuses, but objects of large size or smaller have craft and repair times reduced by 25%. Holds enough supplies in the workshop for 15 tons of items or 300 hp to be created or repaired, additional supplies must be held in cargo bays. Takes up a 150 ft by 150 ft area, PDC 49. [B]Advanced Workshop[/B] This workshop has more advanced equipment, and is added to any workshop except the basic workshop. Comes equipped with Electricomp and Mechanicomp sensors (+4 to Repair checks), grants +4 to Craft: Electrical, Mechanical and Structural checks. Repair times are reduced by 25%, but not crafting time. Uses up an additional 5 tons of cargo per ship type, increase PDC +4. [B]Chapel[/B] This is a small chapel, consecrated by priests, with confessional, crucifix, selection of holy texts. Performing divine magic within the chapel gains an additional die, or fixed values are increased by 50%, durations are increased by double. Takes up 30 ft by 50 ft area. PDC 31 [B]Magic Laboratory[/B] This laboratory is designed to create magical potions, with various magical wards and filled with a basic chemical lab with additional magical items and equipment. Grants +2 to checks making magical potions and items. Takes up 30 ft by 30 ft area. PDC 33 [B]Nonlethal Security System[/B] If someone breaks into the building, an automated system, or triggered manually by someone at the controls, can trigger countermeasures. Typically restraints or gas that causes intruders to lose consciousness. Restraints target must make Reflex save DC 17 or be restrained, typically made of launchable globs of hardening goo, plastic bands fired from concealed launchers. Strength DC 22 to break. Gas requires Fort DC 15 or be rendered unconscious for 1d4 hours, gas lingers for 15 minutes before dissipating. Either method has typically 10 uses per entrance or secured area. PDC 35 Lic (+1) [B]Retractable Weapons[/B] A concealed retractable mount with tracking system fitted with weapon of choice. Search DC 19 to find the concealed weapon, weapon has +5 to attack rolls, has enough ammunition for typically 2 reloads. PDC weapon PDC + 10. Res to Mil (+2 to +3) [B]Secret Entrance[/B] This is an entrance that is concealed and accessible from a short distance away that leads underground into the building, about 200 feet away from the building. Search DC 21 to find. Large personnel door PDC 23, large vehicle 25. PDC +1 per additional 50 ft from the building. [B]Retractable Roof Access[/B] This modifies the roof to open to allow VTOL craft, or flying characters to leave through the roof of the building. PDC: 24 [/QUOTE]
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