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<blockquote data-quote="kronos182" data-source="post: 9449314" data-attributes="member: 6668634"><p>More Mega Man stuff</p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Cut Man</span></strong></span></p><p><span style="font-family: 'Calibri'">Cut Man is a robot designed by Dr Light to work in lumber industry, and other industries where cutting is required, but was reprogrammed by Dr Wily. Cut man has a humanoid body with white limbs, upper torso, with red forearms and hands, head, lower legs and boots. It has a set of curbed blades on the top of its head that resemble scissors. Cut man can launch a set of scissor-like blades that return like a boomerang. As originally designed to work in forests, Cut Man is fast and agile, and able to jump to great heights.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Cut Man (PL 6)</strong></span></p><p><span style="font-family: 'Calibri'">CR: 4</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Hit Points: 450 hp (5d10+10)</span></p><p><span style="font-family: 'Calibri'">Init: +3 (Dex)</span></p><p><span style="font-family: 'Calibri'">Speed: 40 ft</span></p><p><span style="font-family: 'Calibri'">Defense: +17 (+4 armour +3 Dex)</span></p><p><span style="font-family: 'Calibri'">Hardness: 5</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +4/+1</span></p><p><span style="font-family: 'Calibri'">Attack: +6 melee (fists 1d4+2), +7 ranged (blades 1d6+2, 20x2, slashing, 40 ft)</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Rolling Cutter</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Jumper</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +1, Reflex +3, Will +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 14, Dex 16, Con -, Int 10, Wis 10, Cha 1</span></p><p><span style="font-family: 'Calibri'">Skills: Balance +4, Climb +6, Jump +6*, Listen +3, Navigate +4, Search +4, Spot +4, Survival +4</span></p><p><span style="font-family: 'Calibri'">Feats: </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Frame: Biomorph</span></p><p><span style="font-family: 'Calibri'">Locomotion: Legs (Pair)</span></p><p><span style="font-family: 'Calibri'">Manipulators: Hands (pair)</span></p><p><span style="font-family: 'Calibri'">Armour: Alumisteel</span></p><p><span style="font-family: 'Calibri'">Superstructure: </span></p><p><span style="font-family: 'Calibri'">Sensors: Class III</span></p><p><span style="font-family: 'Calibri'">Skill Software: chip Balance +2, Listen +3, Search +4, Spot +4, Navigate +4, Survival +4</span></p><p><span style="font-family: 'Calibri'">Feat Software:</span></p><p><span style="font-family: 'Calibri'">Accessories: skill Progit, weapon mount, AV transmitter, AV recorder,</span></p><p><span style="font-family: 'Calibri'">PDC: 30</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Jumper</strong></span></p><p><span style="font-family: 'Calibri'">Cut Man is capable of long distance jumping. Not limited in jumping distance due to its height. Jumps double distance for its checks.</span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Rolling Cutter</strong></span></p><p><span style="font-family: 'Calibri'">Cut Man launches a projectile that is an extremely sharp scissor blades, from the top of its head, that is launched like boomerangs, flying in front of the user in a teardrop-shaped pattern, before returning. Cut Man automatically catches the blades. The Rolling Cutter deals 3d6 damage as slashing damage to all targets in a 10 foot wide, 50 foot long line, Reflex save DC 17. Can make this attack as a full round attack once every other round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Fire Man</span></strong></span></p><p><span style="font-family: 'Calibri'">Fire Man is a robot designed by Dr Light to work as incinerators at waste management facilities, and or forges where high temperatures are required for working with metal. Fire man is a slim humanoid with grey body, with a cylinder-like helmet. The forearms have large barrel coverings which an extend over the hands to create a weapon like a buster, except only expels flames. From the top of the head flames can also be expelled. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fire Man (PL 6)</strong></span></p><p><span style="font-family: 'Calibri'">CR: 4</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Hit Points: 50 hp (5d10+10)</span></p><p><span style="font-family: 'Calibri'">Init: +2 (Dex)</span></p><p><span style="font-family: 'Calibri'">Speed: 20 ft</span></p><p><span style="font-family: 'Calibri'">Defense: +17 (+5 armour +2 Dex)</span></p><p><span style="font-family: 'Calibri'">Hardness: 5</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +4/+1</span></p><p><span style="font-family: 'Calibri'">Attack: +6 melee (fists 1d4+2), +6 ranged (fire slasher 2d4 fire)</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Fire Storm</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Fire immunity, Cold vulnerability</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +1, Reflex +3, Will +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 1</span></p><p><span style="font-family: 'Calibri'">Skills: Balance +4, Listen +3, Search +4, Spot +4</span></p><p><span style="font-family: 'Calibri'">Feats: </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Frame: Biomorph</span></p><p><span style="font-family: 'Calibri'">Locomotion: Legs (Pair)</span></p><p><span style="font-family: 'Calibri'">Manipulators: Hands (pair)</span></p><p><span style="font-family: 'Calibri'">Armour: Alumisteel</span></p><p><span style="font-family: 'Calibri'">Superstructure: </span></p><p><span style="font-family: 'Calibri'">Sensors: Class III</span></p><p><span style="font-family: 'Calibri'">Skill Software: chip Balance +2, Listen +3, Search +4, Spot +4</span></p><p><span style="font-family: 'Calibri'">Feat Software:</span></p><p><span style="font-family: 'Calibri'">Accessories: skill Progit, weapon mount, AV transmitter, AV recorder,</span></p><p><span style="font-family: 'Calibri'">PDC: 30</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fire Immunity</strong></span></p><p><span style="font-family: 'Calibri'">Fire Man is immune to all fire damage, including magical fire.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Cold Vulnerability</strong></span></p><p><span style="font-family: 'Calibri'">Fire Man suffers 50% more damage from cold based attacks.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fire Slasher</strong></span></p><p><span style="font-family: 'Calibri'">This weapon fires an arrow shaped projectile of fire from either of Fire Man's arms which has a few modes of attack:</span></p><p><span style="font-family: 'Calibri'">The basic attack fires an arrow shaped projectile of fire dealing 2d4 fire damage, 50 ft range increment.</span></p><p><span style="font-family: 'Calibri'">Flame Spear - this special attack able to be performed once 1d4 rounds fires a spear of fire that strikes everything in a 50 foot long, 5 foot wide line, dealing 2d6 fire, sets target on fire, dealing 1d6 fire damage for 1d4 rounds or until extinguished, Reflex save DC 15 for half damage.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fire Storm</strong></span></p><p><span style="font-family: 'Calibri'">Fire Man fires a large ball of fire at a target, dealing 3d6 fire damage, plus a small orb of fire orbits it, providing a +3 Deflection bonus to Defense for 1d4+1 rounds. Attackers making melee attacks against Fire man with the org active suffers 2d6 fire damage, then the org disappears. Usable once every 2 rounds.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">X-Buster</span></strong></span></p><p><span style="font-family: 'Calibri'">The X-Buster is a variant design of the New Mega Buster, it is a little heavier for additional capacitors, longer barrel and cooling systems. It has slightly greater range, and instead of using a single use of any loaded weapon, can load up double the amount for double the stored ammunition, which will allow it to use autofire for any chips that normally don't, as long as they don't have a line, cone, specific area attack or melee.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>X-Buster (PL8-9 Personal Firearms Proficiency)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d6</span></p><p><span style="font-family: 'Calibri'">Critical: 20 x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: non-specific energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 60 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi, Autofire</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 9.4 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 125 charges</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 31 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge. Can hold double the 'ammunition' of any chips, using double the charges. Any attacks that are not full round, line, cone, specific area can make autofire attacks if there is enough ammunition.</span></p><p><span style="font-family: 'Calibri'">Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 2 rounds, dealing an additional +2 die of damage (including area damage), and the weapon must be fired on the third round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">X2-Buster</span></strong></span></p><p><span style="font-family: 'Calibri'">The X2-Buster is an upgraded X-Buster, boosting improved range, damage and ammunition capacity, but also making it heavier, used as a heavier assault weapon.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>X2-Buster (PL8-9 Personal Firearms Proficiency)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20 x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: non-specific energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 70 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi, Autofire</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 10.5 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 150 charges</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 32 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Solar Powered, Weapon Copy System, 4 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge. Can hold double the 'ammunition' of any chips, using double the charges. Any attacks that are not full round, line, cone, specific area can make autofire attacks if there is enough ammunition. Can't be used on Falcon Mega Man armour.</span></p><p><span style="font-family: 'Calibri'">Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 2 rounds, dealing an additional +2 die of damage (including area damage), and the weapon must be fired on the third round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage. </span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">X3-Buster</span></strong></span></p><p><span style="font-family: 'Calibri'">The X3-Buster is much heavier buster, boosting damage, capable of holding a large amount of generated ammunition and can select from up to 5 alternate weapons, and the variable charge is improved. The weapon extends farther up the arm to help offset its weight, and has a handle that can extend from either side that can be held to help stabilize the weapon.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>X3-Buster (PL8-9 Personal Firearms Proficiency)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d10</span></p><p><span style="font-family: 'Calibri'">Critical: 20 x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: non-specific energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 70 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi, Autofire</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 12.5 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 150 charges</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 33 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Solar Powered, Weapon Copy System, 5 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge. Can hold triple the 'ammunition' of any chips, using triple the charges. Any attacks that are not full round, line, cone, specific area can make autofire attacks if there is enough ammunition. Handle</span></p><p><span style="font-family: 'Calibri'">Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 3 rounds, dealing an additional +3 die of damage (including area damage), and the weapon must be fired on the fourth round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Charged Recoil - If the weapon is charged for +2 or +3 additional die of damage, the user suffers -2 to attack rolls per additional die of damage, thus if only charged to +2 die, suffers -2 to attack roll, but if charged to +3 additional die of damage, suffers -4 to attack roll. </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Handle - From either side, depending which arm the buster is on, a handle can flip out that allows for two handed use to improve accuracy against the weight and recoil. Reduces attack penalties from autofire and Charged Recoil by 1 when the handle is being held by the other hand.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Guard Buster</span></strong></span></p><p><span style="font-family: 'Calibri'">The Guard Buster is a variant design of the New Mega Buster, it is a little heavier for additional capacitors and cooling systems. It is designed to enhance any chips that provide a defensive ability or bonus, making it an excellent weapon for those that are defense oriented. It also has the added ability of creating a basic energy shield around the user for limited times, but can't fire the basic buster attack while active, but the user can use another hand held weapon.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Guard Buster (PL8-9 Personal Firearms Proficiency)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d6</span></p><p><span style="font-family: 'Calibri'">Critical: 20 x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: non-specific energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 50 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 10 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 100 charges</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 31 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter. Defensive chips, such as acid barrier, have duration increased by 25% (round down), hit points if any increased by 15% (round down), and any bonuses to Defense or DR/hardness increased by +1. Energy Shield</span></p><p><span style="font-family: 'Calibri'">Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.</span></p><p><span style="font-family: 'Calibri'">Energy Shield - As a standard action, using 3 charges, creates an energy shield bubble around the wearer with 20 hit points and grants a +2 Deflection bonus to Defense. Lasts for 6 rounds or until hit points depleted. If the hit points are not depleted by the 6th round, can use another 2 charges to replenish the hit points back to 20 and extend time by another 6 rounds.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechettes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Elemental Buster</span></strong></span></p><p><span style="font-family: 'Calibri'">This Buster is a variant of the New Mega Buster, although a bit heavier, is designed to enhance any chips related for elemental damage types. When using any chips that relate to fire, ice, thunder/lightning/electricity have improved range and damage. It has less charges than the New Mega Buster, but the capacitors for stored converted ammunition is higher.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Elemental Buster (PL8-9 Personal Firearms Proficiency)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d6</span></p><p><span style="font-family: 'Calibri'">Critical: 20 x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: non-specific energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 50 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 10 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 100 charges</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 31 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, elemental affinity.</span></p><p><span style="font-family: 'Calibri'">Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all.</span></p><p><span style="font-family: 'Calibri'">Elemental Affinity - Any chips related to fire, ice or thunder/lighting/electricity, the range is increased by 10% (round down), damage is increased by 1 die type (d6 becomes d8, etc), and generate 50% more shots (rounding down). Defensive abilities gain 10% more hit points, increase bonus to Defense by +1</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Additional Special Weapon Chips 2</span></strong></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Acid Barrier</strong></span></p><p><span style="font-family: 'Calibri'">This generates a large ball of acid around the wearer, with a 5 foot radius centered on the wearer. This acid will dissolves physical projectiles, or damage opponents making melee attacks. The barrier has 100 hp, which is depleted first. Basic projectiles like bullets, darts, arrows, etc, will deplete 1 hp from the barrier for each attack, while grenades and rockets reduce 5 hit points, and prevent them from detonating. Missiles and larger projectiles like tank shells will do their damage to the acid barrier, but areas of effects, if centered on the wearer are reduced by half. Acid attacks will replenish the acid barrier's hp to maximum of 100. Attacking the wearer deals damage to the barrier first, with medium and larger melee weapons suffering 1d6 acid damage, while small melee weapons or unarmed attacks deals damage to the opponent. Energy attacks pass through the acid barrier to damage the wearer, while acid replenishes the acid barrier hit points, and sonic attacks deal half damage to the barrier and half to the wearer. Water based attacks deal 50% more damage to the acid barrier.</span></p><p><span style="font-family: 'Calibri'">The wearer can also launch small blobs of acid, dealing 2d4 points of damage, up to 50 ft away as a ranged touch attack at -1 to attack rolls, critical hits dealing double damage. Each acid blob uses up 4 hit points from the barrier.</span></p><p><span style="font-family: 'Calibri'">Uses 50 charges, and lasts for 5 minutes, or until deactivated or the hit points depleted. While activated, the wearer can move at a maximum of 20 ft. PDC 24.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Fire Wave</strong></span></p><p><span style="font-family: 'Calibri'">Creates a jet of fire that is 5 ft wide, buster range increment long, dealing buster base damage, Reflex save DC 17, uses 6 charges for 5 uses. Alternatively, as a full round attack, releases a burst of fire covering an area with radius of buster range increment, dealing buster base damage, Reflex save DC 15, uses all charges.</span></p><p><span style="font-family: 'Calibri'">Uses 6 charges, PDC 19.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Guard Shell</strong></span></p><p><span style="font-family: 'Calibri'">This chip when activated creates a shield made of energy that floats in front of the buster. When it blocks a ranged attack, it flashes and can reflect it back at the attacker. Using 4 charges to create the shield, it grants a +3 Shield bonus to defense that lasts for 1 minute. If an attack is prevented, especially with the shield's bonus, the user can make a Reflex save equal to or greater than the attack roll from the enemy, and can reflect the attack back at the attacker, as long as they are within the range increment of the buster. After the first 2 attacks reflected, the Guard Shell will draw another charge for each attack reflected. An additional 2 charges will extend the duration by another 1 minute, plus 1 charge for each attack reflected.</span></p><p><span style="font-family: 'Calibri'">Uses 4* charges, plus additional for reflected attacks. PDC 16</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hornet Chaser</strong></span></p><p><span style="font-family: 'Calibri'">This special weapon creates a small hornet shaped drone that can strike a target, or used to pickup a small item, or can flip switches, pull levers or push a button at a distance. Uses 15 charges, has 5 hit points, Defense 16, moves at 50 ft. It is tiny, about 10 inches long, weighing 2 lbs. It can lift up to 5 lbs. Can make a melee touch attack stick dealing 1d4-1 piercing damage, double on a critical strike. Lasts for 10 minutes, then breaks down into metallic dust. Follows verbal commands, but if wearer has a Mega Man armour, the built in radio will allow the wearer to see and hear everything the drone can 60 feet around it, and give commands outside of normal talking range. While in use, the buster can only make basic attacks.</span></p><p><span style="font-family: 'Calibri'">PDC 24</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Lightning Web</strong></span></p><p><span style="font-family: 'Calibri'">This chip fires a sparking ball of electricity that upon striking target or specific square, up to 5 range increments, bursts out into a 10 foot radius web made of electricity and will anchor to floor, wall, ceiling or other immobile objects, if no such items available, will fall and cover the ground in a 10 foot radius area. Targets caught within the web or touching it suffer buster base damage as electrical damage, and must make a Fort save DC 16 or be stunned. The web lasts for 2 rounds before dissipating.</span></p><p><span style="font-family: 'Calibri'">Uses 4 charges to create 2 webs. PDC 17</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Metal Blade</strong></span></p><p><span style="font-family: 'Calibri'">This chips creates razor-edged circular saw blade. Each use creates 3 blades for 3 charges. Can be fired individually dealing base damage, or all can be fired at once as a standard attack, to deal damage base damage in a five foot wide line, as long as the buster's range increment with Reflex save DC 15. If there is not enough blades, the buster will use another 3 charges to create another 3 blades to make the attack. When switched to another weapon, any left over blades are wasted.</span></p><p><span style="font-family: 'Calibri'">Uses 3 charges, blades will last up to 2 minutes before breaking down. PDC 15.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Photon Missile</strong></span></p><p><span style="font-family: 'Calibri'">This chip creates two missiles that have high armour penetration, but low damage. Deals base damage but 1 die lower (d6 becomes d4), can ignore 8 points of hardness/DR and 8 points of Defense from equipment/natural armour. If the ignore hardness/DR is greater than the amount of hit points the target struck has, the missile deals damage to the target, and passes through to strike anything immediately behind the target struck within 20 feet, dealing the same damage. </span></p><p><span style="font-family: 'Calibri'">Uses 6 charges, PDC 20.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Falcon Mega Man Armour</span></strong></span></p><p><span style="font-family: 'Calibri'">The Falcon Mega Man armour has a streamlined designed with many birdlike traits, with curves on the arms and legs to resemble talons, and the chest plate has a beak. On the back has a pair of long wings with their tips pointed upwards, and a smaller pair on the helmet. The armour is built for mobility than power, and while compatible with most Busters, it can't mount the Super Mega Buster, or other heavier busters, with the X-Buster being one of the heaviest it can mount. The armour is not compatible with other Mega Man armour parts. The helmet has a HUD and targeting systems to increase the range of equipped busters.</span></p><p><span style="font-family: 'Calibri'">It allows user to fly at 60 ft, average maneuverability, has enough power for 24 hours before requiring recharging. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Falcon Mega Man Armour mk2 (PL6+)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Light</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Str Bonus: 0</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +0</span></p><p><span style="font-family: 'Calibri'">Max Dex: +6</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -2</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 30 ft, Flight 60 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 20 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 31</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: HUD, military satellite radio, 4 hour air supply, link to Mega Buster, darkvision 60 ft, parts compatible. Reduces recharge time for linked Buster by 25% (round down). +4 Jump checks and double jump distance without achieving flight. Melee attacks while in flight gain +1 damage per die. Attached busters gain +15 ft to range increment.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9449314, member: 6668634"] More Mega Man stuff [FONT=Calibri][B][SIZE=7]Cut Man[/SIZE][/B] Cut Man is a robot designed by Dr Light to work in lumber industry, and other industries where cutting is required, but was reprogrammed by Dr Wily. Cut man has a humanoid body with white limbs, upper torso, with red forearms and hands, head, lower legs and boots. It has a set of curbed blades on the top of its head that resemble scissors. Cut man can launch a set of scissor-like blades that return like a boomerang. As originally designed to work in forests, Cut Man is fast and agile, and able to jump to great heights. [B]Cut Man (PL 6)[/B] CR: 4 Size: Medium Hit Points: 450 hp (5d10+10) Init: +3 (Dex) Speed: 40 ft Defense: +17 (+4 armour +3 Dex) Hardness: 5 BAB/Grp: +4/+1 Attack: +6 melee (fists 1d4+2), +7 ranged (blades 1d6+2, 20x2, slashing, 40 ft) FS/Reach: 5 ft / 5 ft Special Attacks: Rolling Cutter Special Qualities: Jumper Saves: Fort +1, Reflex +3, Will +1 Abilities: Str 14, Dex 16, Con -, Int 10, Wis 10, Cha 1 Skills: Balance +4, Climb +6, Jump +6*, Listen +3, Navigate +4, Search +4, Spot +4, Survival +4 Feats: Frame: Biomorph Locomotion: Legs (Pair) Manipulators: Hands (pair) Armour: Alumisteel Superstructure: Sensors: Class III Skill Software: chip Balance +2, Listen +3, Search +4, Spot +4, Navigate +4, Survival +4 Feat Software: Accessories: skill Progit, weapon mount, AV transmitter, AV recorder, PDC: 30 [B]Jumper[/B] Cut Man is capable of long distance jumping. Not limited in jumping distance due to its height. Jumps double distance for its checks. [B]Rolling Cutter[/B] Cut Man launches a projectile that is an extremely sharp scissor blades, from the top of its head, that is launched like boomerangs, flying in front of the user in a teardrop-shaped pattern, before returning. Cut Man automatically catches the blades. The Rolling Cutter deals 3d6 damage as slashing damage to all targets in a 10 foot wide, 50 foot long line, Reflex save DC 17. Can make this attack as a full round attack once every other round. [B][SIZE=7]Fire Man[/SIZE][/B] Fire Man is a robot designed by Dr Light to work as incinerators at waste management facilities, and or forges where high temperatures are required for working with metal. Fire man is a slim humanoid with grey body, with a cylinder-like helmet. The forearms have large barrel coverings which an extend over the hands to create a weapon like a buster, except only expels flames. From the top of the head flames can also be expelled. [B]Fire Man (PL 6)[/B] CR: 4 Size: Medium Hit Points: 50 hp (5d10+10) Init: +2 (Dex) Speed: 20 ft Defense: +17 (+5 armour +2 Dex) Hardness: 5 BAB/Grp: +4/+1 Attack: +6 melee (fists 1d4+2), +6 ranged (fire slasher 2d4 fire) FS/Reach: 5 ft / 5 ft Special Attacks: Fire Storm Special Qualities: Fire immunity, Cold vulnerability Saves: Fort +1, Reflex +3, Will +1 Abilities: Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 1 Skills: Balance +4, Listen +3, Search +4, Spot +4 Feats: Frame: Biomorph Locomotion: Legs (Pair) Manipulators: Hands (pair) Armour: Alumisteel Superstructure: Sensors: Class III Skill Software: chip Balance +2, Listen +3, Search +4, Spot +4 Feat Software: Accessories: skill Progit, weapon mount, AV transmitter, AV recorder, PDC: 30 [B]Fire Immunity[/B] Fire Man is immune to all fire damage, including magical fire. [B]Cold Vulnerability[/B] Fire Man suffers 50% more damage from cold based attacks. [B]Fire Slasher[/B] This weapon fires an arrow shaped projectile of fire from either of Fire Man's arms which has a few modes of attack: The basic attack fires an arrow shaped projectile of fire dealing 2d4 fire damage, 50 ft range increment. Flame Spear - this special attack able to be performed once 1d4 rounds fires a spear of fire that strikes everything in a 50 foot long, 5 foot wide line, dealing 2d6 fire, sets target on fire, dealing 1d6 fire damage for 1d4 rounds or until extinguished, Reflex save DC 15 for half damage. [B]Fire Storm[/B] Fire Man fires a large ball of fire at a target, dealing 3d6 fire damage, plus a small orb of fire orbits it, providing a +3 Deflection bonus to Defense for 1d4+1 rounds. Attackers making melee attacks against Fire man with the org active suffers 2d6 fire damage, then the org disappears. Usable once every 2 rounds. [B][SIZE=7]X-Buster[/SIZE][/B] The X-Buster is a variant design of the New Mega Buster, it is a little heavier for additional capacitors, longer barrel and cooling systems. It has slightly greater range, and instead of using a single use of any loaded weapon, can load up double the amount for double the stored ammunition, which will allow it to use autofire for any chips that normally don't, as long as they don't have a line, cone, specific area attack or melee. [B]X-Buster (PL8-9 Personal Firearms Proficiency)[/B] Damage: 2d6 Critical: 20 x2 Damage Type: non-specific energy Range Increment: 60 ft Rate of Fire: Semi, Autofire Size: Medium Weight: 9.4 lbs Ammo: 125 charges Purchase DC: 31 Mil (+3) Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge. Can hold double the 'ammunition' of any chips, using double the charges. Any attacks that are not full round, line, cone, specific area can make autofire attacks if there is enough ammunition. Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all. Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action. Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 2 rounds, dealing an additional +2 die of damage (including area damage), and the weapon must be fired on the third round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage. [B][SIZE=7]X2-Buster[/SIZE][/B] The X2-Buster is an upgraded X-Buster, boosting improved range, damage and ammunition capacity, but also making it heavier, used as a heavier assault weapon. [B]X2-Buster (PL8-9 Personal Firearms Proficiency)[/B] Damage: 2d8 Critical: 20 x2 Damage Type: non-specific energy Range Increment: 70 ft Rate of Fire: Semi, Autofire Size: Medium Weight: 10.5 lbs Ammo: 150 charges Purchase DC: 32 Mil (+3) Notes: Solar Powered, Weapon Copy System, 4 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge. Can hold double the 'ammunition' of any chips, using double the charges. Any attacks that are not full round, line, cone, specific area can make autofire attacks if there is enough ammunition. Can't be used on Falcon Mega Man armour. Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all. Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action. Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 2 rounds, dealing an additional +2 die of damage (including area damage), and the weapon must be fired on the third round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage. [B][SIZE=7]X3-Buster[/SIZE][/B] The X3-Buster is much heavier buster, boosting damage, capable of holding a large amount of generated ammunition and can select from up to 5 alternate weapons, and the variable charge is improved. The weapon extends farther up the arm to help offset its weight, and has a handle that can extend from either side that can be held to help stabilize the weapon. [B]X3-Buster (PL8-9 Personal Firearms Proficiency)[/B] Damage: 2d10 Critical: 20 x2 Damage Type: non-specific energy Range Increment: 70 ft Rate of Fire: Semi, Autofire Size: Medium Weight: 12.5 lbs Ammo: 150 charges Purchase DC: 33 Mil (+3) Notes: Solar Powered, Weapon Copy System, 5 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, variable charge. Can hold triple the 'ammunition' of any chips, using triple the charges. Any attacks that are not full round, line, cone, specific area can make autofire attacks if there is enough ammunition. Handle Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all. Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action. Variable Charge - The user has the ability to 'power up' their shots but focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage by 1 die. For example, the weapon deals 2d6 points of damage will deal 3d6 points of damage after being primed for one round. The weapon can only be primed for 3 rounds, dealing an additional +3 die of damage (including area damage), and the weapon must be fired on the fourth round, or the weapon is destroyed. This variable charge also affects projectiles, making them larger and faster for the additional damage. Charged Recoil - If the weapon is charged for +2 or +3 additional die of damage, the user suffers -2 to attack rolls per additional die of damage, thus if only charged to +2 die, suffers -2 to attack roll, but if charged to +3 additional die of damage, suffers -4 to attack roll. Handle - From either side, depending which arm the buster is on, a handle can flip out that allows for two handed use to improve accuracy against the weight and recoil. Reduces attack penalties from autofire and Charged Recoil by 1 when the handle is being held by the other hand. [B][SIZE=7]Guard Buster[/SIZE][/B] The Guard Buster is a variant design of the New Mega Buster, it is a little heavier for additional capacitors and cooling systems. It is designed to enhance any chips that provide a defensive ability or bonus, making it an excellent weapon for those that are defense oriented. It also has the added ability of creating a basic energy shield around the user for limited times, but can't fire the basic buster attack while active, but the user can use another hand held weapon. [B]Guard Buster (PL8-9 Personal Firearms Proficiency)[/B] Damage: 2d6 Critical: 20 x2 Damage Type: non-specific energy Range Increment: 50 ft Rate of Fire: Semi Size: Medium Weight: 10 lbs Ammo: 100 charges Purchase DC: 31 Mil (+3) Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter. Defensive chips, such as acid barrier, have duration increased by 25% (round down), hit points if any increased by 15% (round down), and any bonuses to Defense or DR/hardness increased by +1. Energy Shield Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all. Energy Shield - As a standard action, using 3 charges, creates an energy shield bubble around the wearer with 20 hit points and grants a +2 Deflection bonus to Defense. Lasts for 6 rounds or until hit points depleted. If the hit points are not depleted by the 6th round, can use another 2 charges to replenish the hit points back to 20 and extend time by another 6 rounds. Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechettes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action. [B][SIZE=7]Elemental Buster[/SIZE][/B] This Buster is a variant of the New Mega Buster, although a bit heavier, is designed to enhance any chips related for elemental damage types. When using any chips that relate to fire, ice, thunder/lightning/electricity have improved range and damage. It has less charges than the New Mega Buster, but the capacitors for stored converted ammunition is higher. [B]Elemental Buster (PL8-9 Personal Firearms Proficiency)[/B] Damage: 2d6 Critical: 20 x2 Damage Type: non-specific energy Range Increment: 50 ft Rate of Fire: Semi Size: Medium Weight: 10 lbs Ammo: 100 charges Purchase DC: 31 Mil (+3) Notes: Solar Powered, Weapon Copy System, 3 alternate weapons, +4 against being disarmed. To activate/deactivate the weapon (extend/retract barrel) takes a move equivalent action. Switching between copied/alternate weapons is a move equivalent action that can be done once per round, digital ammunition counter, elemental affinity. Solar Powered - As long as the weapon is exposed to sunlight, it can recharge spent charges at a rate of 1 charge every 5 rounds in bright sunlight. Cloudy conditions double the charge time to 1 minute, and artificial light triple the charge time to 1.5 minutes. Dim artificial light doesn't recharge at all. Elemental Affinity - Any chips related to fire, ice or thunder/lighting/electricity, the range is increased by 10% (round down), damage is increased by 1 die type (d6 becomes d8, etc), and generate 50% more shots (rounding down). Defensive abilities gain 10% more hit points, increase bonus to Defense by +1 Weapon Copy System - The weapon has a built in computer and sensors to analyze weapon components, combined with a mini nanofactory, allows the device to copy different weapon functions and discharges. Different types of discharges or physical projectiles increase the number of charges used per shot. Simple energy discharges (lasers, plasma, electrical, fire, acid, sonic, ice) use two charges per shot, same with simple projectiles (bullets, arrows, flechetes) also use 2 charges, and deal the weapon's base damage. Special and more powerful weapons, such as particle beam weapons, cannon type, specialty projectiles use 3 to 5 charges per shot (GM discretion). For example, explosive bullets would deal (Buster base damage) ballistic +1d6 fire damage and costs 3 charges per shot. It takes the weapon 1 full round to analyze and configure the weapon to the new weapon for simple weapons, 2 full rounds for more special or complex weapons. The Buster can also create melee weapons, a simple physical blade uses 2 charges to create, and lasts as long as the user wants, until the weapon is deactivated, removed, or switched for another weapon. Simple energy weapons use 3 charges and last for 1 minute before another 3 charges are needed, dealing the weapon's base damage (2d6). More complex melee weapons use 4 to 5 charges, and last for 1 minute before needing another 4 to 5 charges to continue to use for another minute. Preprogrammed chips with weapon or device information can be installed into the weapon as a move action, allowing the Buster to use it immediately. Installing a chip or removing one is a move action. [B][SIZE=6]Additional Special Weapon Chips 2[/SIZE][/B] [B]Acid Barrier[/B] This generates a large ball of acid around the wearer, with a 5 foot radius centered on the wearer. This acid will dissolves physical projectiles, or damage opponents making melee attacks. The barrier has 100 hp, which is depleted first. Basic projectiles like bullets, darts, arrows, etc, will deplete 1 hp from the barrier for each attack, while grenades and rockets reduce 5 hit points, and prevent them from detonating. Missiles and larger projectiles like tank shells will do their damage to the acid barrier, but areas of effects, if centered on the wearer are reduced by half. Acid attacks will replenish the acid barrier's hp to maximum of 100. Attacking the wearer deals damage to the barrier first, with medium and larger melee weapons suffering 1d6 acid damage, while small melee weapons or unarmed attacks deals damage to the opponent. Energy attacks pass through the acid barrier to damage the wearer, while acid replenishes the acid barrier hit points, and sonic attacks deal half damage to the barrier and half to the wearer. Water based attacks deal 50% more damage to the acid barrier. The wearer can also launch small blobs of acid, dealing 2d4 points of damage, up to 50 ft away as a ranged touch attack at -1 to attack rolls, critical hits dealing double damage. Each acid blob uses up 4 hit points from the barrier. Uses 50 charges, and lasts for 5 minutes, or until deactivated or the hit points depleted. While activated, the wearer can move at a maximum of 20 ft. PDC 24. [B]Fire Wave[/B] Creates a jet of fire that is 5 ft wide, buster range increment long, dealing buster base damage, Reflex save DC 17, uses 6 charges for 5 uses. Alternatively, as a full round attack, releases a burst of fire covering an area with radius of buster range increment, dealing buster base damage, Reflex save DC 15, uses all charges. Uses 6 charges, PDC 19. [B]Guard Shell[/B] This chip when activated creates a shield made of energy that floats in front of the buster. When it blocks a ranged attack, it flashes and can reflect it back at the attacker. Using 4 charges to create the shield, it grants a +3 Shield bonus to defense that lasts for 1 minute. If an attack is prevented, especially with the shield's bonus, the user can make a Reflex save equal to or greater than the attack roll from the enemy, and can reflect the attack back at the attacker, as long as they are within the range increment of the buster. After the first 2 attacks reflected, the Guard Shell will draw another charge for each attack reflected. An additional 2 charges will extend the duration by another 1 minute, plus 1 charge for each attack reflected. Uses 4* charges, plus additional for reflected attacks. PDC 16 [B]Hornet Chaser[/B] This special weapon creates a small hornet shaped drone that can strike a target, or used to pickup a small item, or can flip switches, pull levers or push a button at a distance. Uses 15 charges, has 5 hit points, Defense 16, moves at 50 ft. It is tiny, about 10 inches long, weighing 2 lbs. It can lift up to 5 lbs. Can make a melee touch attack stick dealing 1d4-1 piercing damage, double on a critical strike. Lasts for 10 minutes, then breaks down into metallic dust. Follows verbal commands, but if wearer has a Mega Man armour, the built in radio will allow the wearer to see and hear everything the drone can 60 feet around it, and give commands outside of normal talking range. While in use, the buster can only make basic attacks. PDC 24 [B]Lightning Web[/B] This chip fires a sparking ball of electricity that upon striking target or specific square, up to 5 range increments, bursts out into a 10 foot radius web made of electricity and will anchor to floor, wall, ceiling or other immobile objects, if no such items available, will fall and cover the ground in a 10 foot radius area. Targets caught within the web or touching it suffer buster base damage as electrical damage, and must make a Fort save DC 16 or be stunned. The web lasts for 2 rounds before dissipating. Uses 4 charges to create 2 webs. PDC 17 [B]Metal Blade[/B] This chips creates razor-edged circular saw blade. Each use creates 3 blades for 3 charges. Can be fired individually dealing base damage, or all can be fired at once as a standard attack, to deal damage base damage in a five foot wide line, as long as the buster's range increment with Reflex save DC 15. If there is not enough blades, the buster will use another 3 charges to create another 3 blades to make the attack. When switched to another weapon, any left over blades are wasted. Uses 3 charges, blades will last up to 2 minutes before breaking down. PDC 15. [B]Photon Missile[/B] This chip creates two missiles that have high armour penetration, but low damage. Deals base damage but 1 die lower (d6 becomes d4), can ignore 8 points of hardness/DR and 8 points of Defense from equipment/natural armour. If the ignore hardness/DR is greater than the amount of hit points the target struck has, the missile deals damage to the target, and passes through to strike anything immediately behind the target struck within 20 feet, dealing the same damage. Uses 6 charges, PDC 20. [B][SIZE=7]Falcon Mega Man Armour[/SIZE][/B] The Falcon Mega Man armour has a streamlined designed with many birdlike traits, with curves on the arms and legs to resemble talons, and the chest plate has a beak. On the back has a pair of long wings with their tips pointed upwards, and a smaller pair on the helmet. The armour is built for mobility than power, and while compatible with most Busters, it can't mount the Super Mega Buster, or other heavier busters, with the X-Buster being one of the heaviest it can mount. The armour is not compatible with other Mega Man armour parts. The helmet has a HUD and targeting systems to increase the range of equipped busters. It allows user to fly at 60 ft, average maneuverability, has enough power for 24 hours before requiring recharging. [B]Falcon Mega Man Armour mk2 (PL6+)[/B] 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, Flight 60 ft Weight: 20 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. Reduces recharge time for linked Buster by 25% (round down). +4 Jump checks and double jump distance without achieving flight. Melee attacks while in flight gain +1 damage per die. Attached busters gain +15 ft to range increment.[/FONT] [/QUOTE]
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