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<blockquote data-quote="kronos182" data-source="post: 8786572" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Mimic Industries</span></strong></p><p></p><p>Mimic Industries specializes in creating weapons and equipment that imitates the powers of super powered beings. Not much is known of the company other than products show up on the market. The quality is quite high and they are highly sought after, with many fetching millions in auctions and the Black Market.</p><p>CENTRAL OFFICES: unknown</p><p>MAJOR REGIONAL OFFICES: unknown</p><p>MAJORITY STOCKHOLDER: Unknown</p><p>Logo: Stylized image of a Mimic</p><p>INFORMATION: Mimic Industries specializes in creating weapons and equipment that imitates the powers of super powered beings. Not much is known of the company other than products show up on the market. The quality is quite high and they are highly sought after, with many fetching millions in auctions and the Black Market. Agents of Mimic Industries are sometimes found at major market areas, appearing as simple business men or shop operators at a both with the Mimic Industries logo on their Ids, willing to offer good deals for information about new super powers or abilities. These agents if questioned report to communication nodes, making requests for more products, transfer funds, and information about new powers they obtain from clients. From these nodes orders are dispatched and payments sent to employees and banks. So far any attempts to hack these nodes, or locate them from outside sources have failed.</p><p></p><p></p><p>Sample Mimic Industries Products</p><p></p><p><strong><span style="font-size: 22px">Snikt</span></strong></p><p>This armoured glove and brace are modelled after the mutants Wolverine and X-23, with three openings on the back of the hand. From these openings extend 3 blades which are housed in the brace. The blades can be extended or retracted with specific hand motion, pressing a control button on the brace, or linked to a HUD system for handless control.</p><p></p><p><strong>Snikt (PL5)</strong></p><p>Damage: 1d6</p><p>Critical: 20x2</p><p>Damage Type: Slashing or Piercing</p><p>Size: Small</p><p>Weight: 6 lbs</p><p>Purchase DC: 21 Mil (+3)</p><p>Notes: Bleeding, Paired Ravaged</p><p>Bleeding - Targets, with anatomies, suffer continuing, and stacking damage (for each strike) due to blood loss from vicious wounds, suffering 1 point of damage due to bleeding, each round until healed (Treat Injury DC 15, or any healing magic).</p><p>Paired Ravaged - If the wielder is wielding two Snikts and hits the same target at least once with each one in the same round, the target suffers an additional 2 points of bleeding damaging.</p><p></p><p><strong><span style="font-size: 22px">Density Phase Array</span></strong></p><p>This device, when activated, can alter the wielder's density to make them intangible, or increase their density, which can increase their resistance and increase their hitting power in melee. The device is based on the density shifting ability of the Vision.</p><p>This device emits a field that hugs the wielder, that alters the frequency of the wielder's molecules for several effects, depending on the frequency used. It can be set to make the wearer intangible (incorporeal), allowing the wearer to walk through walls and attacks to pass right through them. With the aid of a small anti-gravity device, this prevents the wearer from fall through the ground unless they push down into the ground. The wearer has a 50% chance to ignore any attack from a corporeal source, except magical attacks have a 75% chance to strike the wearer. The wielder can move through solid objects as long as they have enough movement to move completely pass the object, not ending their turn within an object. Can look through an object (such as through a wall) provided the object is not more than 5 inches thick. Items made of pure lead slow the passage of an intangible wearer, requiring twice as much movement to go through (2 inches of lead counts as 4 inches for example). Items that absorb or reflect vibrations (vibranium, acoustium and similar materials) interferes with the density field and prevents the wearer from passing through. Weapons made of these materials will hit an intangible wearer.</p><p>Increase density increases the user's density and increases weight of the user and gear by double (the user's carrying capacity isn't affected, as their muscles become dense enough to compensate. If the wearer was carrying a medium load, the increased density and weight is still considered a medium load). The wearer gains DR 4, and melee strikes gain +4 damage, but suffers -10 ft to speed.</p><p>The density array uses a standard power pack, and can operate for a total time of 5 minutes, which can be divided up as many times for a short of period as the user wants, with a minimum of 2 rounds.</p><p>Activating and deactivating the field is a standard action, while selecting to either become intangible or increased density.</p><p>Weight: 5 lbs</p><p>PDC: 29</p><p>Res: Rare (+4)</p><p></p><p></p><p><strong><span style="font-size: 22px">Electro-Tech Hammer</span></strong></p><p>This hammer is modeled after the one carried by the Asgardian Thor. When this weapon strikes a target, it releases an electrical charge and leaves a residual ionization on the target to increase further electrical damage to the target.</p><p></p><p><strong>Electro-Tech Hammer (PL6)</strong></p><p>Damage: 1d8 +1d6</p><p>Critical: 20x3</p><p>Damage Type: bludgeoning + electrical</p><p>Size: Medium</p><p>Weight: 9.5 lbs</p><p>Purchase DC: 23 Mil (+3)</p><p>Notes: Requires power pack to use electrical damage, 75 charges. Static charge.</p><p>Static Charge: The target struck has residual ionization from the weapon's strike, and any electrical based attacks within 30 feet of the affected target will chain a bolt of electricity to the target dealing 1d4 electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed. Each successful attack causes Static Charge to trigger, dealing its damage, plus extend the duration by 1 round.</p><p></p><p></p><p><strong><span style="font-size: 22px">Gamma Knuckles</span></strong></p><p>This green, heavy gauntlet, is based on the Hulk. On the back of the wrist and hand are a pair of powerful pistons that power the knuckle plate, that activate when the fist strikes a target, they drive the plate and knuckles into the target for a powerful slam. The gauntlets are insulated and shielded from radiation, as the knuckles are lined with radioactive material.</p><p></p><p><strong>Gamma Knuckles (PL5-6)</strong></p><p>Damage: 2d6</p><p>Critical: 20x4</p><p>Damage Type: bludgeoning</p><p>Size: Small</p><p>Weight: 6 lbs</p><p>Purchase DC: 30 Mil (+3)</p><p>Notes: Against armoured targets ignores 3 points of hardness (or 3 points of Defense from equipment for armour), targets struck are staggered, also exposed by Medium Level of radiation of 1 round of exposure per successful strike. Can't be disarmed.</p><p></p><p><strong>Staggered</strong></p><p>The character suffered a powerful or unexpected blow, such as from a critical hit or from a surprise attack from a concealed or invisible opponent. The character does not get any bonuses from Dodge or other dodge bonuses to Defense, nor their Dexterity bonus to Defense and Reflex saves suffer -2, lasts for 1 round.</p><p></p><p></p><p><strong><span style="font-size: 22px">Incensor</span></strong></p><p>This heavy gauntlet with top mounted pistons is similar to the Gamma Knuckles, but is based on the Red Hulk. The knuckles are lined with a material that when it strikes, leaves little pieces on the target and continue to burn for a short while.</p><p></p><p><strong>Incensor (PL5-6)</strong></p><p>Damage: 2d4 +1d4</p><p>Critical: 20x4</p><p>Damage Type: bludgeoning + fire</p><p>Size: Small</p><p>Weight: 6 lbs</p><p>Purchase DC: 30 Mil (+3)</p><p>Notes: On a successful strike, leaves particles that continue to deal 1 point of fire damage for 3 rounds. A full round action to scrap off the burning material, or suffering at least 2 points of cold damage.</p><p></p><p></p><p><strong><span style="font-size: 22px">Magnetic Field Generator</span></strong></p><p>This device can be hand held or operated while attached to a belt, and generates a magnetic field around the user that helps deflects attacks from metallic items such as bullets, blades and other such attacks. Powered by a standard power pack, taking a standard action to turn on, for a minimum of 2 rounds, the user gains a +4 Deflection against melee and ranged attacks from metallic sources that are magnetic. The user also gains a force field with 40 hit points against such attacks. When the hit points are depleted, the user still gains the +4 Deflection bonus to attack. The power pack provides enough power for 10 minutes of use which can be divided up as much as the user wants with a minimum of 2 rounds.</p><p>Weight: 8 lbs</p><p>PDC: 29 Mil (+3)</p><p></p><p></p><p><strong><span style="font-size: 22px">Web Blaster</span></strong></p><p>This red pistol with a large sphere at the back above the handle, with a tube that holds its ammunition ahead of the handle, is based on the web shooting abilities of Spider-Man and similar spider powered beings. It can fire in two different modes, firing a web to entangle a target, or a bundled ball of web for damage.</p><p></p><p><strong>Web Blaster (PL5-6)</strong></p><p>Damage: *</p><p>Critical: 8</p><p>Damage Type: 8</p><p>Range Increment: 50 ft</p><p>Rate of Fire: Semi</p><p>Size: Small</p><p>Weight: 4.5 lbs</p><p>Ammo: 30 charges</p><p>Purchase DC: 23 Lic (+1)</p><p></p><p>Web: The web shooter can fire a web that can entangle up to a large sized target with a successful ranged touch attack with a range of 100 ft, a range increment of 20 ft. The web has an Escape DC 26, Break DC 28 and 12 Hit Points. If more than one web is used to entangle a target of up to large size, increase Escape and Break DCs by +1 per web up to a maximum of +5, and increase Hit Points by +3 per added web. If hardening agent added, the webbing gains +5 to Escape and Break DCs and Hit Points. The web can be used to strap items to a surface, able to support up to 500 lbs, plus 200 lbs per additional web to hold an object of up to large size. Alternatively, the wielder can use a web to cover an area, with each web covering a 10 foot by 10 foot area, with larger areas requiring additional webs fired, preferably with two shooters. Large web sheets require more time to make, and the first web must have at least two anchor points. Uses two charges per web.</p><p>Web Shot: This is a tightly bundled ball of webbing that can be used to strike opponents from a distance, but doesn't stick or entangle them. A ranged attack is required, deals 2d4 points of bludgeoning damage with a range increment of 60 feet out to 5 range increments. Each web shot uses one charge.</p><p></p><p><strong>Web Cartridge</strong></p><p>These cartridges are filled with a liquid that when exposed to air creates a web like material that can be used to create webs just like a spider. Each cartridge is about half an inch diameter and 2 inches long, weighing 8 oz. with 30 charges for a standard web shooter.</p><p>PDC: 12 for 5 cartridges.</p><p></p><p></p><p><strong><span style="font-size: 22px">Canary Mask</span></strong></p><p>This device looks similar to an air filter mask, with a large 'grill' on the front, which contains a powerful sonic emitter. The wearer speaks one of several command words to activate the device's different attack modes. It has 3 attack modes, a wide area stun, a basic damaging attack that affects a small area, and a focused attack that can shatter bones and metal.</p><p></p><p>Damage: Stun / 3d6 / 5d6</p><p>Critical: - / - / 19-20x2</p><p>Damage Type: Sonic</p><p>Range Increment: 75 ft / 50 foot long, 25 ft wide cone / 50 ft</p><p>Rate of Fire: Semi / single / semi</p><p>Size: Small</p><p>Weight: 5 lbs</p><p>Ammo: 30 charges</p><p>Purchase DC: 27 Res (+2)</p><p>Notes: Switching between modes is a free action by speaking command word. Stun Fort save DC 17, Cone Reflex DC 17.</p><p></p><p></p><p><strong><span style="font-size: 22px">Sonic Fist</span></strong></p><p>This heavy gauntlet has an oversized mitten design to it, emits a powerful, but incredibly short ranged sonic blast upon striking a target, which can disorient targets. While powered up, it also grants resistance to sonic attacks.</p><p></p><p><strong>Sonic Fist (PL 6)</strong></p><p>Damage: 1d6 +2d6 + dizzy</p><p>Critical: 20x2</p><p>Damage Type: bludgeoning + sonic</p><p>Size: Small</p><p>Weight: 4 lbs</p><p>Purchase DC: 21</p><p>Notes: Requires standard power pack that will power 30 charged punches. Once depleted, only deals 1d6 bludgeoning damage.</p><p>Sonic Resistance - Reduces damage from sonic attacks by 5, grants a +4 bonus against sonic based effects.</p><p></p><p></p><p><strong><span style="font-size: 22px">Armour of Colossus</span></strong></p><p>This sculpted breastplate, neck, wrist and ankle bands are made of a steel-like material and based on mutants that can convert their skin to steel like materials for protection. When worn all together and activated, via button or voice command, each part releases nanites that coats the wearer in nanites that converts the upper layer of the wear's skin into an organic steel-like material, greatly increasing their resistance to damage and strength, but reduces their dexterity and speed slightly. While active, the user gains +2 Natural Armour bonus to Defense, +2 to Strength which is considered Extraordinary Strength, a -2 penalty to Dexterity, -5 ft to speed, weight is tripled, gains DR 10, immune to contact poisons ad Bleeding condition. These features operate for 10 rounds at a time, and the armour can be activated 5 times per day before it requires recharging. However while the armour is activated, the wearer can't be healed except by means of magic or ingested means. Ingested form of healing, unless magical in nature, is half as effective.</p><p>When not in use, functions as a light set of armour.</p><p></p><p><strong>Armour of Colossus (PL6-7)</strong></p><p>Type: Light</p><p>Equipment Bonus: +2</p><p>Nonprof. Bonus: +1</p><p>Str Bonus: 0</p><p>Nonprof Str Bonus: 0</p><p>Max Dex: +5</p><p>Armour Penalty: -2</p><p>Speed (30 ft): 30 ft</p><p>Weight: 15 lbs for breast plate +1 for each band, total 15 lbs</p><p>Purchase DC: 28</p><p>Restriction: Mil (+3)</p><p>Notes: Activated and deactivated by a press of a concealed button on one of the arm bands or voice command.</p><p></p><p><strong><span style="font-size: 22px">Flame Sheath</span></strong></p><p>The flame sheath is a full body suit of heat resistant clothe, with the chest and back area lightly plated, and a belt, and a light helmet that completely covers the face. This suit is based on super powers that provide the user with fire based powers, including resistance to heat and projection of flames. The suit is environmentally sealed with 5 hours of air, it provides light protection against most weapons by is highly resistant to heat and heat based weapons, such as lasers, plasma, flames and microwave based weapons. The suit can fire blasts of plasma fire in longer ranged bolts, or a short range flamethrower type attack. It can also cover the wearer in flames, with a magnetic field that helps protect the user, rendering them virtually immune to any heat or fire attacks, and enhances their melee attacks with fire. The flames can also be directed to provided limited flight. The belt contains four pouches which can hold items, of small size up to 10 lbs, typically items such as power packs, grenades, and similar items. When the user uses the engulf in flames ability, any carried items not in the protective pouches or designed to resist high heat and flames are burned away, suffering damage each round if not destroyed immediately.</p><p>While engulfed in flames, user is immune to fire based attacks (heat, lasers, plasma, fire, microwave), adds 1d6 fire damage to melee attacks, or if touched with unarmed or small melee weapons deals 1d6 fire damage to attacker. Able to fly at speed of 50 ft, poor maneuverability. Engulfing in flames can be maintained for 10 rounds up to 3 times per day.</p><p>Built in weapons have 50 charges each, and recharge at a rate of 1 shot per 10 minutes of not being used, but can be supplemented with up to two power packs in shielded slots on the back, taking a standard action to switch out. Can fire a 2d10 fire damage, 50 ft, s/a plasma bolt, or a 3d10 fire damage 30 foot long 15 foot wide cone Reflex save DC 15 that uses 2 shots.</p><p></p><p><strong>Flame Sheath (PL6)</strong></p><p>Type: Light</p><p>Equipment Bonus: +2</p><p>Nonprof. Bonus: +1</p><p>Str Bonus: 0</p><p>Nonprof Str Bonus: 0</p><p>Max Dex: +6</p><p>Armour Penalty: -2</p><p>Speed (30 ft): 30 ft</p><p>Weight: 14 lbs</p><p>Purchase DC: 27</p><p>Restriction: Mil (+3)</p><p>Notes: 5 hour air supply, plasma blaster/flame thrower, engulf in flame ability (with flight 50 ft), military radio, Fire Resistance 5, Fire Immunity when engulfed in flames.</p><p> </p><p></p><p><strong><span style="font-size: 22px">Frost Gauntlet</span></strong></p><p>This heavy gauntlet is blue with highlights of white, with several tubes with cryogenic liquids mounted on the back. The wielder can form ice in several ways, from launching ice spikes for ranged attacks, or a blade of ice for melee combat. A standard power pack provides 50 charges which the user can use for its different functions.</p><p>Launch Ice Shard - This uses 1 charge and fires a spike of hard ice that deals 2d4 piercing/cold damage, 20x2, 90 ft, Semi.</p><p>Launch Ice Ball - Using 5 charges, launches a ball of ice that explodes upon impact that deals 2d6 piercing/cold damage to a 15 foot radius area, Reflex save DC 14 for half damage, 60 ft, Semi.</p><p>Ice Blade - Using 2 charges, the user can create a blade that deals either 1d6 piercing/cold, 19-20x2 or 1d8 slashing/cold 20x2 blade, at the time of creation. The blade will last for 5 rounds in room temperature areas, and -1 round for every 10 degrees above, or +1 rounds for every 10 degrees below room temperature, or until deactivated in freezing and below temperatures. Can renew a created blade with an additional 1 charge for another 5 rounds. But if the blade is melted or deactivated takes 2 rounds to reform.</p><p>Ice Shield - Using 5 charges, the user can create a shield made of ice, providing a +2 Shield bonus to Defense, is about 3 feet in diameter, with 20 hit points, hardness 5, lasts for 10 rounds in room temperate areas, -1 round per 10 degrees above, or +1 round per 10 degrees below room temperature, or indefinitely until deactivated in freezing or below temperatures.</p><p>Weight: 4 lbs</p><p>PDC: 24</p><p>Restriction: Mil (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 8786572, member: 6668634"] [B][SIZE=7]Mimic Industries[/SIZE][/B] Mimic Industries specializes in creating weapons and equipment that imitates the powers of super powered beings. Not much is known of the company other than products show up on the market. The quality is quite high and they are highly sought after, with many fetching millions in auctions and the Black Market. CENTRAL OFFICES: unknown MAJOR REGIONAL OFFICES: unknown MAJORITY STOCKHOLDER: Unknown Logo: Stylized image of a Mimic INFORMATION: Mimic Industries specializes in creating weapons and equipment that imitates the powers of super powered beings. Not much is known of the company other than products show up on the market. The quality is quite high and they are highly sought after, with many fetching millions in auctions and the Black Market. Agents of Mimic Industries are sometimes found at major market areas, appearing as simple business men or shop operators at a both with the Mimic Industries logo on their Ids, willing to offer good deals for information about new super powers or abilities. These agents if questioned report to communication nodes, making requests for more products, transfer funds, and information about new powers they obtain from clients. From these nodes orders are dispatched and payments sent to employees and banks. So far any attempts to hack these nodes, or locate them from outside sources have failed. Sample Mimic Industries Products [B][SIZE=6]Snikt[/SIZE][/B] This armoured glove and brace are modelled after the mutants Wolverine and X-23, with three openings on the back of the hand. From these openings extend 3 blades which are housed in the brace. The blades can be extended or retracted with specific hand motion, pressing a control button on the brace, or linked to a HUD system for handless control. [B]Snikt (PL5)[/B] Damage: 1d6 Critical: 20x2 Damage Type: Slashing or Piercing Size: Small Weight: 6 lbs Purchase DC: 21 Mil (+3) Notes: Bleeding, Paired Ravaged Bleeding - Targets, with anatomies, suffer continuing, and stacking damage (for each strike) due to blood loss from vicious wounds, suffering 1 point of damage due to bleeding, each round until healed (Treat Injury DC 15, or any healing magic). Paired Ravaged - If the wielder is wielding two Snikts and hits the same target at least once with each one in the same round, the target suffers an additional 2 points of bleeding damaging. [B][SIZE=6]Density Phase Array[/SIZE][/B] This device, when activated, can alter the wielder's density to make them intangible, or increase their density, which can increase their resistance and increase their hitting power in melee. The device is based on the density shifting ability of the Vision. This device emits a field that hugs the wielder, that alters the frequency of the wielder's molecules for several effects, depending on the frequency used. It can be set to make the wearer intangible (incorporeal), allowing the wearer to walk through walls and attacks to pass right through them. With the aid of a small anti-gravity device, this prevents the wearer from fall through the ground unless they push down into the ground. The wearer has a 50% chance to ignore any attack from a corporeal source, except magical attacks have a 75% chance to strike the wearer. The wielder can move through solid objects as long as they have enough movement to move completely pass the object, not ending their turn within an object. Can look through an object (such as through a wall) provided the object is not more than 5 inches thick. Items made of pure lead slow the passage of an intangible wearer, requiring twice as much movement to go through (2 inches of lead counts as 4 inches for example). Items that absorb or reflect vibrations (vibranium, acoustium and similar materials) interferes with the density field and prevents the wearer from passing through. Weapons made of these materials will hit an intangible wearer. Increase density increases the user's density and increases weight of the user and gear by double (the user's carrying capacity isn't affected, as their muscles become dense enough to compensate. If the wearer was carrying a medium load, the increased density and weight is still considered a medium load). The wearer gains DR 4, and melee strikes gain +4 damage, but suffers -10 ft to speed. The density array uses a standard power pack, and can operate for a total time of 5 minutes, which can be divided up as many times for a short of period as the user wants, with a minimum of 2 rounds. Activating and deactivating the field is a standard action, while selecting to either become intangible or increased density. Weight: 5 lbs PDC: 29 Res: Rare (+4) [B][SIZE=6]Electro-Tech Hammer[/SIZE][/B] This hammer is modeled after the one carried by the Asgardian Thor. When this weapon strikes a target, it releases an electrical charge and leaves a residual ionization on the target to increase further electrical damage to the target. [B]Electro-Tech Hammer (PL6)[/B] Damage: 1d8 +1d6 Critical: 20x3 Damage Type: bludgeoning + electrical Size: Medium Weight: 9.5 lbs Purchase DC: 23 Mil (+3) Notes: Requires power pack to use electrical damage, 75 charges. Static charge. Static Charge: The target struck has residual ionization from the weapon's strike, and any electrical based attacks within 30 feet of the affected target will chain a bolt of electricity to the target dealing 1d4 electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed. Each successful attack causes Static Charge to trigger, dealing its damage, plus extend the duration by 1 round. [B][SIZE=6]Gamma Knuckles[/SIZE][/B] This green, heavy gauntlet, is based on the Hulk. On the back of the wrist and hand are a pair of powerful pistons that power the knuckle plate, that activate when the fist strikes a target, they drive the plate and knuckles into the target for a powerful slam. The gauntlets are insulated and shielded from radiation, as the knuckles are lined with radioactive material. [B]Gamma Knuckles (PL5-6)[/B] Damage: 2d6 Critical: 20x4 Damage Type: bludgeoning Size: Small Weight: 6 lbs Purchase DC: 30 Mil (+3) Notes: Against armoured targets ignores 3 points of hardness (or 3 points of Defense from equipment for armour), targets struck are staggered, also exposed by Medium Level of radiation of 1 round of exposure per successful strike. Can't be disarmed. [B]Staggered[/B] The character suffered a powerful or unexpected blow, such as from a critical hit or from a surprise attack from a concealed or invisible opponent. The character does not get any bonuses from Dodge or other dodge bonuses to Defense, nor their Dexterity bonus to Defense and Reflex saves suffer -2, lasts for 1 round. [B][SIZE=6]Incensor[/SIZE][/B] This heavy gauntlet with top mounted pistons is similar to the Gamma Knuckles, but is based on the Red Hulk. The knuckles are lined with a material that when it strikes, leaves little pieces on the target and continue to burn for a short while. [B]Incensor (PL5-6)[/B] Damage: 2d4 +1d4 Critical: 20x4 Damage Type: bludgeoning + fire Size: Small Weight: 6 lbs Purchase DC: 30 Mil (+3) Notes: On a successful strike, leaves particles that continue to deal 1 point of fire damage for 3 rounds. A full round action to scrap off the burning material, or suffering at least 2 points of cold damage. [B][SIZE=6]Magnetic Field Generator[/SIZE][/B] This device can be hand held or operated while attached to a belt, and generates a magnetic field around the user that helps deflects attacks from metallic items such as bullets, blades and other such attacks. Powered by a standard power pack, taking a standard action to turn on, for a minimum of 2 rounds, the user gains a +4 Deflection against melee and ranged attacks from metallic sources that are magnetic. The user also gains a force field with 40 hit points against such attacks. When the hit points are depleted, the user still gains the +4 Deflection bonus to attack. The power pack provides enough power for 10 minutes of use which can be divided up as much as the user wants with a minimum of 2 rounds. Weight: 8 lbs PDC: 29 Mil (+3) [B][SIZE=6]Web Blaster[/SIZE][/B] This red pistol with a large sphere at the back above the handle, with a tube that holds its ammunition ahead of the handle, is based on the web shooting abilities of Spider-Man and similar spider powered beings. It can fire in two different modes, firing a web to entangle a target, or a bundled ball of web for damage. [B]Web Blaster (PL5-6)[/B] Damage: * Critical: 8 Damage Type: 8 Range Increment: 50 ft Rate of Fire: Semi Size: Small Weight: 4.5 lbs Ammo: 30 charges Purchase DC: 23 Lic (+1) Web: The web shooter can fire a web that can entangle up to a large sized target with a successful ranged touch attack with a range of 100 ft, a range increment of 20 ft. The web has an Escape DC 26, Break DC 28 and 12 Hit Points. If more than one web is used to entangle a target of up to large size, increase Escape and Break DCs by +1 per web up to a maximum of +5, and increase Hit Points by +3 per added web. If hardening agent added, the webbing gains +5 to Escape and Break DCs and Hit Points. The web can be used to strap items to a surface, able to support up to 500 lbs, plus 200 lbs per additional web to hold an object of up to large size. Alternatively, the wielder can use a web to cover an area, with each web covering a 10 foot by 10 foot area, with larger areas requiring additional webs fired, preferably with two shooters. Large web sheets require more time to make, and the first web must have at least two anchor points. Uses two charges per web. Web Shot: This is a tightly bundled ball of webbing that can be used to strike opponents from a distance, but doesn't stick or entangle them. A ranged attack is required, deals 2d4 points of bludgeoning damage with a range increment of 60 feet out to 5 range increments. Each web shot uses one charge. [B]Web Cartridge[/B] These cartridges are filled with a liquid that when exposed to air creates a web like material that can be used to create webs just like a spider. Each cartridge is about half an inch diameter and 2 inches long, weighing 8 oz. with 30 charges for a standard web shooter. PDC: 12 for 5 cartridges. [B][SIZE=6]Canary Mask[/SIZE][/B] This device looks similar to an air filter mask, with a large 'grill' on the front, which contains a powerful sonic emitter. The wearer speaks one of several command words to activate the device's different attack modes. It has 3 attack modes, a wide area stun, a basic damaging attack that affects a small area, and a focused attack that can shatter bones and metal. Damage: Stun / 3d6 / 5d6 Critical: - / - / 19-20x2 Damage Type: Sonic Range Increment: 75 ft / 50 foot long, 25 ft wide cone / 50 ft Rate of Fire: Semi / single / semi Size: Small Weight: 5 lbs Ammo: 30 charges Purchase DC: 27 Res (+2) Notes: Switching between modes is a free action by speaking command word. Stun Fort save DC 17, Cone Reflex DC 17. [B][SIZE=6]Sonic Fist[/SIZE][/B] This heavy gauntlet has an oversized mitten design to it, emits a powerful, but incredibly short ranged sonic blast upon striking a target, which can disorient targets. While powered up, it also grants resistance to sonic attacks. [B]Sonic Fist (PL 6)[/B] Damage: 1d6 +2d6 + dizzy Critical: 20x2 Damage Type: bludgeoning + sonic Size: Small Weight: 4 lbs Purchase DC: 21 Notes: Requires standard power pack that will power 30 charged punches. Once depleted, only deals 1d6 bludgeoning damage. Sonic Resistance - Reduces damage from sonic attacks by 5, grants a +4 bonus against sonic based effects. [B][SIZE=6]Armour of Colossus[/SIZE][/B] This sculpted breastplate, neck, wrist and ankle bands are made of a steel-like material and based on mutants that can convert their skin to steel like materials for protection. When worn all together and activated, via button or voice command, each part releases nanites that coats the wearer in nanites that converts the upper layer of the wear's skin into an organic steel-like material, greatly increasing their resistance to damage and strength, but reduces their dexterity and speed slightly. While active, the user gains +2 Natural Armour bonus to Defense, +2 to Strength which is considered Extraordinary Strength, a -2 penalty to Dexterity, -5 ft to speed, weight is tripled, gains DR 10, immune to contact poisons ad Bleeding condition. These features operate for 10 rounds at a time, and the armour can be activated 5 times per day before it requires recharging. However while the armour is activated, the wearer can't be healed except by means of magic or ingested means. Ingested form of healing, unless magical in nature, is half as effective. When not in use, functions as a light set of armour. [B]Armour of Colossus (PL6-7)[/B] Type: Light Equipment Bonus: +2 Nonprof. Bonus: +1 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +5 Armour Penalty: -2 Speed (30 ft): 30 ft Weight: 15 lbs for breast plate +1 for each band, total 15 lbs Purchase DC: 28 Restriction: Mil (+3) Notes: Activated and deactivated by a press of a concealed button on one of the arm bands or voice command. [B][SIZE=6]Flame Sheath[/SIZE][/B] The flame sheath is a full body suit of heat resistant clothe, with the chest and back area lightly plated, and a belt, and a light helmet that completely covers the face. This suit is based on super powers that provide the user with fire based powers, including resistance to heat and projection of flames. The suit is environmentally sealed with 5 hours of air, it provides light protection against most weapons by is highly resistant to heat and heat based weapons, such as lasers, plasma, flames and microwave based weapons. The suit can fire blasts of plasma fire in longer ranged bolts, or a short range flamethrower type attack. It can also cover the wearer in flames, with a magnetic field that helps protect the user, rendering them virtually immune to any heat or fire attacks, and enhances their melee attacks with fire. The flames can also be directed to provided limited flight. The belt contains four pouches which can hold items, of small size up to 10 lbs, typically items such as power packs, grenades, and similar items. When the user uses the engulf in flames ability, any carried items not in the protective pouches or designed to resist high heat and flames are burned away, suffering damage each round if not destroyed immediately. While engulfed in flames, user is immune to fire based attacks (heat, lasers, plasma, fire, microwave), adds 1d6 fire damage to melee attacks, or if touched with unarmed or small melee weapons deals 1d6 fire damage to attacker. Able to fly at speed of 50 ft, poor maneuverability. Engulfing in flames can be maintained for 10 rounds up to 3 times per day. Built in weapons have 50 charges each, and recharge at a rate of 1 shot per 10 minutes of not being used, but can be supplemented with up to two power packs in shielded slots on the back, taking a standard action to switch out. Can fire a 2d10 fire damage, 50 ft, s/a plasma bolt, or a 3d10 fire damage 30 foot long 15 foot wide cone Reflex save DC 15 that uses 2 shots. [B]Flame Sheath (PL6)[/B] Type: Light Equipment Bonus: +2 Nonprof. Bonus: +1 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +6 Armour Penalty: -2 Speed (30 ft): 30 ft Weight: 14 lbs Purchase DC: 27 Restriction: Mil (+3) Notes: 5 hour air supply, plasma blaster/flame thrower, engulf in flame ability (with flight 50 ft), military radio, Fire Resistance 5, Fire Immunity when engulfed in flames. [B][SIZE=6]Frost Gauntlet[/SIZE][/B] This heavy gauntlet is blue with highlights of white, with several tubes with cryogenic liquids mounted on the back. The wielder can form ice in several ways, from launching ice spikes for ranged attacks, or a blade of ice for melee combat. A standard power pack provides 50 charges which the user can use for its different functions. Launch Ice Shard - This uses 1 charge and fires a spike of hard ice that deals 2d4 piercing/cold damage, 20x2, 90 ft, Semi. Launch Ice Ball - Using 5 charges, launches a ball of ice that explodes upon impact that deals 2d6 piercing/cold damage to a 15 foot radius area, Reflex save DC 14 for half damage, 60 ft, Semi. Ice Blade - Using 2 charges, the user can create a blade that deals either 1d6 piercing/cold, 19-20x2 or 1d8 slashing/cold 20x2 blade, at the time of creation. The blade will last for 5 rounds in room temperature areas, and -1 round for every 10 degrees above, or +1 rounds for every 10 degrees below room temperature, or until deactivated in freezing and below temperatures. Can renew a created blade with an additional 1 charge for another 5 rounds. But if the blade is melted or deactivated takes 2 rounds to reform. Ice Shield - Using 5 charges, the user can create a shield made of ice, providing a +2 Shield bonus to Defense, is about 3 feet in diameter, with 20 hit points, hardness 5, lasts for 10 rounds in room temperate areas, -1 round per 10 degrees above, or +1 round per 10 degrees below room temperature, or indefinitely until deactivated in freezing or below temperatures. Weight: 4 lbs PDC: 24 Restriction: Mil (+3) [/QUOTE]
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