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<blockquote data-quote="kronos182" data-source="post: 9790731" data-attributes="member: 6668634"><p>Some AIM items used by various members, some only available to higher ranking members or operatives.</p><p></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Cerebral Stimulant</span></strong></span></p><p><span style="font-family: 'Calibri'">This chemical developed by AIM helps members focus and improve their productivity on big projects. However its side effects can cause permanent brain damage. Once used, the recipient gains +4 to Intelligence, +4 to Concentration checks and all mental related skill checks can be done in 75% of the normal time. These effects last for 8 hours, afterwards the user is exhausted and suffers -4 to Intelligence and Wisdom for 24 hours. The drug can only be used 3 times per day, and each use has a cumulative +1% chance to make the Intelligence and Wisdom penalties permanent on a failed Fort save DC 15 +1/5 uses.</span></p><p><span style="font-family: 'Calibri'">PDC: 18</span></p><p><span style="font-family: 'Calibri'">Size: Diminutive</span></p><p><span style="font-family: 'Calibri'">Restriction: Illegal (+4), Res (+2) AIM Members</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>Analytic Systems</strong></span></span></p><p><span style="font-family: 'Calibri'">This implant into the brain helps the recipient corollate data and link information and perform advanced mathematical formulas without the use of a computer. </span></p><p><span style="font-family: 'Calibri'">Benefit: Grants +2 to Computer Use and Research skills, performs such tasks in 75% of the time</span></p><p><span style="font-family: 'Calibri'">Type: Internal</span></p><p><span style="font-family: 'Calibri'">Location: Head</span></p><p><span style="font-family: 'Calibri'">Hardness/Hit Points: -/1</span></p><p><span style="font-family: 'Calibri'">Base Purchase DC: 18</span></p><p><span style="font-family: 'Calibri'">Restriction: Lic (+1), AIM none.</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">Hypodermic Gloves</span></strong></span></p><p><span style="font-family: 'Calibri'">This gauntlet and brace system has a set of three, reinforced, spikes that contain hypodermic needles, connected to several storage containers on the forearm. When the wearer punches a target, the needles inject a dose of whatever chemical is stored in the containers. A total of 9 doses are contained, and can be divided up into 3 different chemicals. Typically poisons, viruses and other hostile chemicals can be used, including acids.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hypodermic Glove (PL5)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: Unarmed strike deals lethal damage +1d4 piercing + chemical delivered</span></p><p><span style="font-family: 'Calibri'">Critical: 20 x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: bludgeoning + piercing + chemical delivered</span></p><p><span style="font-family: 'Calibri'">Size: Small</span></p><p><span style="font-family: 'Calibri'">Weight: 4 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 22 Illegal, AIM none</span></p><p><span style="font-family: 'Calibri'">Notes: 9 doses of chemicals carried, can be divided up into 3 different chemicals. Refilling a single dose is a standard 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">Bone Augmentation</span></strong></span></p><p><span style="font-family: 'Calibri'">This is a set of bio-engineered replacement bones that are fitted throughout the recipient, typically at least one major bone in each arm, leg, 4 ribs and several vertebrae in the spine. These bones have improved blood cell and other cell production capabilities. The recipient gains +1 hit point when gaining a new level. Heals at twice normal rest when resting, gains +1 Fort saves. This augmentation is typically given to undercover operatives to make them more resilient, which won't appear as any type of super power or other noticeable augmentation, only noticeable during surgery or close examinations of the user's bones after death.</span></p><p><span style="font-family: 'Calibri'">Fort save DC: 23 3 times during surgery to implant.</span></p><p><span style="font-family: 'Calibri'">PDC: 24 Mil +3, AIM none.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Improved Fibrous Membrane</span></strong></span></p><p><span style="font-family: 'Calibri'">This is an upgrade to armour used by mid to high level AIM members. It is slightly resistant to physical damage over common materials, and improves energy resistance of AIM armours.</span></p><p><span style="font-family: 'Calibri'">Increase Defense bonus of selected type of armour by +1, reduce damage from energy weapons by +3 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), stacking with any reduction or resistance already provided by the armour. If the armour doesn't have the ability to reduce energy damage it gains this at +3.</span></p><p><span style="font-family: 'Calibri'">Weight: +4 lbs to selected armour</span></p><p><span style="font-family: 'Calibri'">PDC: +3 becomes masterwork, AIM</span></p><p><span style="font-family: 'Calibri'">Note: Only available to AIM member with at least 6 HD</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The following are older AIM items from before the creation of MODOK, which might be used by some older or isolated cells, very new members/recruits, or sitting in abandoned AIM bases or supply caches. Also have a higher chance of appearing on the black market.</span></p><p><span style="font-family: 'Calibri'">Possible adventure hooks can include anything from rumours of increased numbers of AIM cells making raids on various tech companies (could be AIM, or other criminal groups using older AIM technology to frame AIM).</span></p><p><span style="font-family: 'Calibri'">Abandoned AIM base found by small time/amateur adventurers reported to the authorities for a finders fee. The group is to confirm its existence, secure the location, begin cataloging the contents, and if necessary, protect it from AIM recovery attempts, or other groups that want the high tech (even if old by AIM standards) weapons and equipment.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>A.I.M. Standard Field Inventory (Pre-MODOK)</strong></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>A.I.M. Protective Headgear — </strong><em><strong>Mark III Science Hood</strong></em></span></span></p><p><span style="font-family: 'Calibri'">This helmet is similar to the bee-keeper style that AIM is known for, although it is reinforced and has some additional equipment. It has a reinforced filter system with attachments to allow hoses for external air supplies to connect to the sides, where the mouth and nose are on the front. Around the front near the top is a set of plating that looks decorative is actually an antenna for a secured military level radio system with a built in encryption system (system provides a +4 Computer Use that automatically attempts to prevent jamming and hacking the signal). The visors are larger and darker, providing +3 vs visual attacks (gaze attacks, flash bangs, etc), and darkvision 60 ft, as well as HUD systems to aid in spotting items, providing +2 to Spot checks. The filtration and improved seals provide +5 vs airborne chemicals, diseases, poisons and other NBC saves (radiation, etc). Also provides an additional +1 to Defense when attached to other AIM armours. The bonuses replace those from other AIM armour.</span></p><p><span style="font-family: 'Calibri'">The Mark III Science Hood was in production before the creation of MODOK, and still sees some use amongst squad leaders or older members, but generally is phased out of circulation, but can be found amongst old AIM supply caches or sold on the black market.</span></p><p><span style="font-family: 'Calibri'">Weight: 2 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 15 AIM, illegal</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>A.I.M. Light Hazmat Suit — </strong><em><strong>Tech-Guard Armor Mk I</strong></em></span></span></p><p><span style="font-family: 'Calibri'">This armour was an alternate to the basic AIM Light Armour provided for field agents that would expect work in hazardous situations, especially when combat was expected. Although old by AIM standards, developed before the creation of MODOK, it is still used for light field work and lower ranked members and new recruits. Made with chemically inert and non-reactive materials, it is sealed with a built in 30 minute air supply via a rebreather, but can attached external air supplies. While similar to the AIM light armour and the hazmat and safety suits AIM members normally wear, the Tech-Guard armour does have some hard plates for additional protection, along with energy dissipating weaves.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>A.I.M. Tech-Guard Armour Mk 1 (PL 5, Light Armour Proficiency)</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: +2</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: +4</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -1</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 30 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 15 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 20 AIM, Illegal</span></p><p><span style="font-family: 'Calibri'">Restriction: Mil (+3) Aim +0</span></p><p><span style="font-family: 'Calibri'">Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases, with 30 minutes air, can attach oxygen tanks to the back. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), provides acid resistance 5. AIM members do not require proficiency as the suit is similar to their hazmat and safety suits.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>A.I.M. Particle Sidearm — </strong><em><strong>PX-09 "Sparkpistol"</strong></em></span></span></p><p><span style="font-family: 'Calibri'">One of AIM's early energy weapons, modeled after common ballistic pistols but with a set of short prongs that stick out of the barrel. It had an unstable plasma chamber, which frequently caused accidental burns, and the 'blue finger syndrome' that become infamous among early operatives.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>AIM PX-OI Sparkpistol (PL5-6, Personal Firearms Proficiency)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d6</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: electric</span></p><p><span style="font-family: 'Calibri'">Range Increment: 30 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 3 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 20 shots</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 16 AIM, Illegal</span></p><p><span style="font-family: 'Calibri'">Notes: Stun setting (free action once per round to change), Fort sae DC 15 or be dazed for 1d4 rounds. Micro cell power source would slowly recharge 1 shot every 1 minute of inactivity. Could be changed for other micro cells like magazines in the handle.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>A.I.M. Modular Rifle — </strong><em><strong>LR-6 Pulse Rifle</strong></em></span></span></p><p><span style="font-family: 'Calibri'">Developed as a countermeasure to SHIELD tactical units, this early energy rifle was a hybrid between ballistic frames and experimental directed-plasma focusing. Still notoriously unreliable when exposed to EMPs.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>AIM LR-6 Pulse Rifle (PL6, Personal Firearms Proficiency)</strong></span></p><p><span style="font-family: 'Calibri'">Damage: 2d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: nonspecific energy</span></p><p><span style="font-family: 'Calibri'">Range Increment: 90 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S, A</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 8 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 40 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 19 AIM, Illegal</span></p><p><span style="font-family: 'Calibri'">Notes: Links to HUDs, +2 attack roll when linked to AIM armour helmets or targeting goggles. -2 to Fort saves when exposed to EMPs.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>A.I.M. Deployable Barrier — </strong><em><strong>Kinetic Wall Projector</strong></em></span></span></p><p><span style="font-family: 'Calibri'">This device looks like a large backpack with a curved frame made from a hard plastic-like material, with an emitter that raises from the top and a control panel on the front. When activated, it creates a 10 foot wide, 5 foot tall wall, up to 10 feet from the unit, of repulsor energy that appears as a shimmering yellow wall, that lasts for 1+1d6 rounds or until 30 HP of damage absorbed, which has a hardness of 10. The battery cell provides 5 uses, with a 1 minute wait time between uses. Activating takes a standard action, once the unit is placed on the ground and aimed. The projector itself has 10 hit points, hardness 5. It takes a full round to replace the battery cell (similar to a standard power pack).</span></p><p><span style="font-family: 'Calibri'">Weight: 16 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 16 AIM, Illegal</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>A.I.M. Nanite Injector — </strong><em><strong>Mk I Med-Synth Cartridge</strong></em></span></span></p><p><span style="font-family: 'Calibri'">Created under the Helix Prime genetics program, this was A.I.M.’s first true biotech success: injectable “repair nanites” that accelerated tissue regrowth. Prolonged use led to mild cellular fibrosis in 20% of subjects.</span></p><p><span style="font-family: 'Calibri'"><strong>Effect:</strong> Heals 2d8 HP; removes one poison or disease effect (Fort save DC 15).</span></p><p><span style="font-family: 'Calibri'"><strong>Usage:</strong> Single-use auto-injector; 1-minute activation.</span></p><p><span style="font-family: 'Calibri'"><strong>Weight:</strong> 1 lb.</span></p><p><span style="font-family: 'Calibri'"><strong>PDC: </strong>12 AIM, Illegal</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>A.I.M. Power Supply — </strong><em><strong>Micro-Cell Fusion Pack (PL5-6)</strong></em></span></span></p><p><span style="font-family: 'Calibri'">Early precursor to modern repulsor batteries. These cells often vented plasma when overcharged, leading to several documented “meltdowns” during the Cairo testing riots (1961). Not quite as powerful as the AIM Power Backpacks, their smaller size makes them excellent for low profile agents or as emergency backups. Once all the charges are used, the pack burns out. Although parts can be salvaged to be used to build a new one.</span></p><p><span style="font-family: 'Calibri'"><strong>Effect:</strong> Powers energy weapons (provides 1 full recharge or full box per charge), shields (allows 1 full normal for normal power pack, using 1 charge), or drones (replaces normal power system but triples normal operating time). 30 charge capacity.</span></p><p><span style="font-family: 'Calibri'"><strong>Weight:</strong> 2 lb.</span></p><p><span style="font-family: 'Calibri'"><strong>PDC: </strong>16 AIM, Illegal</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>A.I.M. Tactical HUD Goggles (PL 5-6)</strong></span></span></p><p><span style="font-family: 'Calibri'">The prototype for all A.I.M. networked battlefield optics, these goggles were adapted from early Synaptic Net research to grant limited drone coordination through brainwave alignment. Typically assigned to undercover operatives before MODOK, although some still use them today. Connects to any AIM weapon, drones or turrets via a cable or wirelessly for newer models. The wireless feature typically has a range of 20 feet, except for drones which can have a range of 1 mile, depending on the drones. Turrets can have range of 50 to 500 ft, depending on the size of the turret (larger turrets fitted in structures will have the range of 500 ft typically).</span></p><p><span style="font-family: 'Calibri'"><strong>Bonus:</strong> +2 Computer Use, +2 Spot, +2 Search</span></p><p><span style="font-family: 'Calibri'"><strong>Special:</strong> Can link to up to two A.I.M. drones or turrets.</span></p><p><span style="font-family: 'Calibri'"><strong>Weight:</strong> 1 lb.</span></p><p><span style="font-family: 'Calibri'"><strong>PDC: </strong>13 AIM, Illegal</span></p><p><span style="font-family: 'Calibri'"> </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px"><strong>A.I.M. Portable Defense Field — </strong><em><strong>Deflector Band Mk I (PL6)</strong></em></span></span></p><p><span style="font-family: 'Calibri'">Based on early Null Field work, the Deflector Band allowed guards to survive their own experiments for a few seconds longer — literally. Precursors to the AIM Personal Shields, smaller, weaker and with less duration, they did provide some additional protection in a small package. While technically considered obsolete compared to the Personal Shield, the Deflector Band Mk I is still used as a low profile and emergency defensive measure. </span></p><p><span style="font-family: 'Calibri'">It generates a field that surrounds the wearer a few inches from their skin, projected from a belt around the user's waist.</span></p><p><span style="font-family: 'Calibri'"><strong>Effect:</strong> Personal energy shield provides a +2 Deflection to Defense; absorbs 20 HP before failure, lasting 1 minute before needing a 5 minute recharge, useable 5 times before the power cell needs replacing.</span></p><p><span style="font-family: 'Calibri'"><strong>Duration:</strong> 1 minute continuous, 5-minute recharge.</span></p><p><span style="font-family: 'Calibri'"><strong>Weight:</strong> 2 lb.</span></p><p><span style="font-family: 'Calibri'"><strong>PDC: </strong>21 AIM, Illegal. Power cells equivalent to a standard power pack.</span></p><p><span style="font-family: 'Calibri'"></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9790731, member: 6668634"] Some AIM items used by various members, some only available to higher ranking members or operatives. [FONT=Calibri][B][SIZE=6]Cerebral Stimulant[/SIZE][/B] This chemical developed by AIM helps members focus and improve their productivity on big projects. However its side effects can cause permanent brain damage. Once used, the recipient gains +4 to Intelligence, +4 to Concentration checks and all mental related skill checks can be done in 75% of the normal time. These effects last for 8 hours, afterwards the user is exhausted and suffers -4 to Intelligence and Wisdom for 24 hours. The drug can only be used 3 times per day, and each use has a cumulative +1% chance to make the Intelligence and Wisdom penalties permanent on a failed Fort save DC 15 +1/5 uses. PDC: 18 Size: Diminutive Restriction: Illegal (+4), Res (+2) AIM Members [SIZE=6][B]Analytic Systems[/B][/SIZE] This implant into the brain helps the recipient corollate data and link information and perform advanced mathematical formulas without the use of a computer. Benefit: Grants +2 to Computer Use and Research skills, performs such tasks in 75% of the time Type: Internal Location: Head Hardness/Hit Points: -/1 Base Purchase DC: 18 Restriction: Lic (+1), AIM none. [B][SIZE=6]Hypodermic Gloves[/SIZE][/B] This gauntlet and brace system has a set of three, reinforced, spikes that contain hypodermic needles, connected to several storage containers on the forearm. When the wearer punches a target, the needles inject a dose of whatever chemical is stored in the containers. A total of 9 doses are contained, and can be divided up into 3 different chemicals. Typically poisons, viruses and other hostile chemicals can be used, including acids. [B]Hypodermic Glove (PL5)[/B] Damage: Unarmed strike deals lethal damage +1d4 piercing + chemical delivered Critical: 20 x2 Damage Type: bludgeoning + piercing + chemical delivered Size: Small Weight: 4 lbs Purchase DC: 22 Illegal, AIM none Notes: 9 doses of chemicals carried, can be divided up into 3 different chemicals. Refilling a single dose is a standard action. [B][SIZE=6]Bone Augmentation[/SIZE][/B] This is a set of bio-engineered replacement bones that are fitted throughout the recipient, typically at least one major bone in each arm, leg, 4 ribs and several vertebrae in the spine. These bones have improved blood cell and other cell production capabilities. The recipient gains +1 hit point when gaining a new level. Heals at twice normal rest when resting, gains +1 Fort saves. This augmentation is typically given to undercover operatives to make them more resilient, which won't appear as any type of super power or other noticeable augmentation, only noticeable during surgery or close examinations of the user's bones after death. Fort save DC: 23 3 times during surgery to implant. PDC: 24 Mil +3, AIM none. [B][SIZE=6]Improved Fibrous Membrane[/SIZE][/B] This is an upgrade to armour used by mid to high level AIM members. It is slightly resistant to physical damage over common materials, and improves energy resistance of AIM armours. Increase Defense bonus of selected type of armour by +1, reduce damage from energy weapons by +3 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), stacking with any reduction or resistance already provided by the armour. If the armour doesn't have the ability to reduce energy damage it gains this at +3. Weight: +4 lbs to selected armour PDC: +3 becomes masterwork, AIM Note: Only available to AIM member with at least 6 HD The following are older AIM items from before the creation of MODOK, which might be used by some older or isolated cells, very new members/recruits, or sitting in abandoned AIM bases or supply caches. Also have a higher chance of appearing on the black market. Possible adventure hooks can include anything from rumours of increased numbers of AIM cells making raids on various tech companies (could be AIM, or other criminal groups using older AIM technology to frame AIM). Abandoned AIM base found by small time/amateur adventurers reported to the authorities for a finders fee. The group is to confirm its existence, secure the location, begin cataloging the contents, and if necessary, protect it from AIM recovery attempts, or other groups that want the high tech (even if old by AIM standards) weapons and equipment. [SIZE=7][B]A.I.M. Standard Field Inventory (Pre-MODOK)[/B][/SIZE] [SIZE=6][B]A.I.M. Protective Headgear — [/B][I][B]Mark III Science Hood[/B][/I][/SIZE] This helmet is similar to the bee-keeper style that AIM is known for, although it is reinforced and has some additional equipment. It has a reinforced filter system with attachments to allow hoses for external air supplies to connect to the sides, where the mouth and nose are on the front. Around the front near the top is a set of plating that looks decorative is actually an antenna for a secured military level radio system with a built in encryption system (system provides a +4 Computer Use that automatically attempts to prevent jamming and hacking the signal). The visors are larger and darker, providing +3 vs visual attacks (gaze attacks, flash bangs, etc), and darkvision 60 ft, as well as HUD systems to aid in spotting items, providing +2 to Spot checks. The filtration and improved seals provide +5 vs airborne chemicals, diseases, poisons and other NBC saves (radiation, etc). Also provides an additional +1 to Defense when attached to other AIM armours. The bonuses replace those from other AIM armour. The Mark III Science Hood was in production before the creation of MODOK, and still sees some use amongst squad leaders or older members, but generally is phased out of circulation, but can be found amongst old AIM supply caches or sold on the black market. Weight: 2 lbs PDC: 15 AIM, illegal [SIZE=6][B]A.I.M. Light Hazmat Suit — [/B][I][B]Tech-Guard Armor Mk I[/B][/I][/SIZE] This armour was an alternate to the basic AIM Light Armour provided for field agents that would expect work in hazardous situations, especially when combat was expected. Although old by AIM standards, developed before the creation of MODOK, it is still used for light field work and lower ranked members and new recruits. Made with chemically inert and non-reactive materials, it is sealed with a built in 30 minute air supply via a rebreather, but can attached external air supplies. While similar to the AIM light armour and the hazmat and safety suits AIM members normally wear, the Tech-Guard armour does have some hard plates for additional protection, along with energy dissipating weaves. [B]A.I.M. Tech-Guard Armour Mk 1 (PL 5, Light Armour Proficiency)[/B] Type: Light Equipment Bonus: +3 Nonprof. Bonus: +2 Str Bonus: 0 Nonprof Str Bonus: 0 Max Dex: +4 Armour Penalty: -1 Speed (30 ft): 30 ft Weight: 15 lbs Purchase DC: 20 AIM, Illegal Restriction: Mil (+3) Aim +0 Notes: Full body covering, multiple pockets and clips for attaching gear. Helmet provides +2 against visual attacks (gaze attacks, flash bangs, etc), air filter provides +4 vs airborne toxins and diseases, grants low light vision, NBC protection +4 Fort save against radiation, chemicals poisons/diseases, with 30 minutes air, can attach oxygen tanks to the back. Reduce damage from energy weapons by 2 points (fire, and electricity from lasers, plasma, ion, electrical attacks and non specific energy damage), provides acid resistance 5. AIM members do not require proficiency as the suit is similar to their hazmat and safety suits. [SIZE=6][B]A.I.M. Particle Sidearm — [/B][I][B]PX-09 "Sparkpistol"[/B][/I][/SIZE] One of AIM's early energy weapons, modeled after common ballistic pistols but with a set of short prongs that stick out of the barrel. It had an unstable plasma chamber, which frequently caused accidental burns, and the 'blue finger syndrome' that become infamous among early operatives. [B]AIM PX-OI Sparkpistol (PL5-6, Personal Firearms Proficiency)[/B] Damage: 2d6 Critical: 19-20x2 Damage Type: electric Range Increment: 30 ft Rate of Fire: S, A Size: Medium Weight: 3 lbs Ammo: 20 shots Purchase DC: 16 AIM, Illegal Notes: Stun setting (free action once per round to change), Fort sae DC 15 or be dazed for 1d4 rounds. Micro cell power source would slowly recharge 1 shot every 1 minute of inactivity. Could be changed for other micro cells like magazines in the handle. [SIZE=6][B]A.I.M. Modular Rifle — [/B][I][B]LR-6 Pulse Rifle[/B][/I][/SIZE] Developed as a countermeasure to SHIELD tactical units, this early energy rifle was a hybrid between ballistic frames and experimental directed-plasma focusing. Still notoriously unreliable when exposed to EMPs. [B]AIM LR-6 Pulse Rifle (PL6, Personal Firearms Proficiency)[/B] Damage: 2d8 Critical: 20x3 Damage Type: nonspecific energy Range Increment: 90 ft Rate of Fire: S, A Size: Large Weight: 8 lbs Ammo: 40 box Purchase DC: 19 AIM, Illegal Notes: Links to HUDs, +2 attack roll when linked to AIM armour helmets or targeting goggles. -2 to Fort saves when exposed to EMPs. [SIZE=6][B]A.I.M. Deployable Barrier — [/B][I][B]Kinetic Wall Projector[/B][/I][/SIZE] This device looks like a large backpack with a curved frame made from a hard plastic-like material, with an emitter that raises from the top and a control panel on the front. When activated, it creates a 10 foot wide, 5 foot tall wall, up to 10 feet from the unit, of repulsor energy that appears as a shimmering yellow wall, that lasts for 1+1d6 rounds or until 30 HP of damage absorbed, which has a hardness of 10. The battery cell provides 5 uses, with a 1 minute wait time between uses. Activating takes a standard action, once the unit is placed on the ground and aimed. The projector itself has 10 hit points, hardness 5. It takes a full round to replace the battery cell (similar to a standard power pack). Weight: 16 lbs PDC: 16 AIM, Illegal [SIZE=6][B]A.I.M. Nanite Injector — [/B][I][B]Mk I Med-Synth Cartridge[/B][/I][/SIZE] Created under the Helix Prime genetics program, this was A.I.M.’s first true biotech success: injectable “repair nanites” that accelerated tissue regrowth. Prolonged use led to mild cellular fibrosis in 20% of subjects. [B]Effect:[/B] Heals 2d8 HP; removes one poison or disease effect (Fort save DC 15). [B]Usage:[/B] Single-use auto-injector; 1-minute activation. [B]Weight:[/B] 1 lb. [B]PDC: [/B]12 AIM, Illegal [SIZE=6][B]A.I.M. Power Supply — [/B][I][B]Micro-Cell Fusion Pack (PL5-6)[/B][/I][/SIZE] Early precursor to modern repulsor batteries. These cells often vented plasma when overcharged, leading to several documented “meltdowns” during the Cairo testing riots (1961). Not quite as powerful as the AIM Power Backpacks, their smaller size makes them excellent for low profile agents or as emergency backups. Once all the charges are used, the pack burns out. Although parts can be salvaged to be used to build a new one. [B]Effect:[/B] Powers energy weapons (provides 1 full recharge or full box per charge), shields (allows 1 full normal for normal power pack, using 1 charge), or drones (replaces normal power system but triples normal operating time). 30 charge capacity. [B]Weight:[/B] 2 lb. [B]PDC: [/B]16 AIM, Illegal [SIZE=6][B]A.I.M. Tactical HUD Goggles (PL 5-6)[/B][/SIZE] The prototype for all A.I.M. networked battlefield optics, these goggles were adapted from early Synaptic Net research to grant limited drone coordination through brainwave alignment. Typically assigned to undercover operatives before MODOK, although some still use them today. Connects to any AIM weapon, drones or turrets via a cable or wirelessly for newer models. The wireless feature typically has a range of 20 feet, except for drones which can have a range of 1 mile, depending on the drones. Turrets can have range of 50 to 500 ft, depending on the size of the turret (larger turrets fitted in structures will have the range of 500 ft typically). [B]Bonus:[/B] +2 Computer Use, +2 Spot, +2 Search [B]Special:[/B] Can link to up to two A.I.M. drones or turrets. [B]Weight:[/B] 1 lb. [B]PDC: [/B]13 AIM, Illegal [SIZE=6][B]A.I.M. Portable Defense Field — [/B][I][B]Deflector Band Mk I (PL6)[/B][/I][/SIZE] Based on early Null Field work, the Deflector Band allowed guards to survive their own experiments for a few seconds longer — literally. Precursors to the AIM Personal Shields, smaller, weaker and with less duration, they did provide some additional protection in a small package. While technically considered obsolete compared to the Personal Shield, the Deflector Band Mk I is still used as a low profile and emergency defensive measure. It generates a field that surrounds the wearer a few inches from their skin, projected from a belt around the user's waist. [B]Effect:[/B] Personal energy shield provides a +2 Deflection to Defense; absorbs 20 HP before failure, lasting 1 minute before needing a 5 minute recharge, useable 5 times before the power cell needs replacing. [B]Duration:[/B] 1 minute continuous, 5-minute recharge. [B]Weight:[/B] 2 lb. [B]PDC: [/B]21 AIM, Illegal. Power cells equivalent to a standard power pack. [/FONT] [/QUOTE]
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