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[d20 Future] 22nd Century: Solar Odyssey to Hell. [FULL]
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<blockquote data-quote="Masada" data-source="post: 1811810" data-attributes="member: 19339"><p><span style="color: Orange"><strong>HAR-Vee</strong></span></p><p><strong>Class(es) </strong>; Source (d20 Modern) Smart 3 / (Blood & Circuits) Gadgeteer 5</p><p></p><p>Harvee has spent most of "his" machine life fixing and jury rigging devices of all types inside the confederation. Starships, weapons, armor, anything and everything. Harvee typically hauls around a back full of spare parts and pocket welder. While highly innovative, Harvee's creation have a tendency to explode after a few uses. But even so, sometimes all you need is a couple of good shots.</p><p></p><p>Harvee has experimented with crafting his own upgrades from time to time. But he rarely does so since he blew both arms off in a botched strength upgrade.</p><p></p><p><u>Starting occupation</u>: None </p><p><u>Allegiance<u>: Confederation </u></u></p><p><u><u><u>Reputation:</u> +2 </u></u></p><p><u><u></u></u></p><p><u><u><strong>Masada/HAR-Vee:</strong> Biodroid Smart 3/Gadgeteer 5</u></u></p><p><u><u><strong>Combat:</strong> HD: 8d10+10; Hit-points: 61; MAS --; Initiative: +3; Speed: 25; Defense 21 (touch 16, flat-footed 15); BAB +4; Grap +6; Atk +6 melee (1d4, unarmed strike), or +7 ranged (2d8, firearm); AP 12.</u></u></p><p><u><u><strong>Saves:</strong> Fort +4, Ref +7, Will +3.</u></u></p><p><u><u><strong>Abilities:</strong> Str 14 (+2), Dex 16 (+3), Con -- (+0), Int 18 (+4), Wis 10 (+0), Cha 10 (+0).</u></u></p><p><u><u><strong>Racial Traits:</strong> Biodroid: Immunities: Biodroids are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead.</u></u></p><p><u><u><strong>Skills:</strong> Computer Use (Int) +15, Craft: Electronic (Int) +18, Craft: Mechanic (Int) +23, Craft: Cybernetics (Int) +16, Craft: Structure (Int) +16, Decipher Script (Int) +4, Demolitions (Int) +5, Disable Device (Int) +19, Forgery (Int) +16, Investigate (Int) +4, Know: Tech (Int) +15, Know: Physics (Int) +15, Listen (Wis) +2, Navigate (Int) +4, Profession (Wis) +0, Repair (Int) +18, Research (Int) +15, Search (Int) +16, Spot (Wis) +2, Bluff (Cha) +0, Sleight of Hand (Dex) +4, Pilot (Int) +5</u></u></p><p><u><u><strong>Feats and Talents:</strong> robot traits, Simple Weapons,Personal Firearms, Savant (Craft: Electronic), Builder (Mechanic, Electronic), Savant (Disable Device), Mastercrafter, Mother of Invention 50, Stone Knives +1, Handyman (Mechanic, Repair), Advanced Armor Design, Stone Knives +2, Mother of Invention 250</u></u></p><p><u><u><strong>Equipment:</strong> sturdy clothing, Laser Rifle, Mechanical Tool Kit, Electronic Took Kit, Multi-Tool, Pocket Welder, Duct Tape, Bailing wire</u></u></p><p><u><u><strong>Note:</strong></u></u></p><p><u><u>TASK HAND (PL 7)</u></u></p><p><u><u>Task hands function just like advanced hands, except that they are equipped with additional joints and often with additional or telescoping digits, enabling them to multitask, as well as to spread the robot's grip strength over a slightly wider area.</u></u></p><p><u><u>A robot with a task hand gains a +1 equipment bonus on Climb, Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Pilot, Repair, Search, Sleight of Hand, and Treat Injury checks. This bonus improves to +2 if the robot has two or more task hands. At the GM's discretion, the robot can gain this bonus when attempting certain Perform checks as well.</u></u></p><p><u><u>Damage: Nonlethal bludgeoning only.</u></u></p><p><u><u>Purchase DC: 10 + one-quarter the base purchase DC of the robot's frame.</u></u></p><p><u><u>CLASS VII SENSOR SYSTEM (PL 7)</u></u></p><p><u><u>This sensor system includes hi-definition video sensors with darkvision (out to 120 feet), acoustic audio sensors, a chemical vapor scanner, pressure sensors, and multiband radar that uses multiple concurrent radar signals in different frequencies to gather more data.</u></u></p><p><u><u>A robot with a Class VII sensor system gains a +2 equipment bonus on Listen, Search, and Spot checks. All other skill checks are made without penalty. The robot also gains a +2 equipment bonus on initiative checks.</u></u></p><p><u><u>Type: Audio, Olfactory, Tactile, Visual.</u></u></p><p><u><u>Purchase DC: 22.</u></u></p><p><u><u>SURVIVOR ARRAY (PL 6)</u></u></p><p><u><u>Robots are often used to explore environments inhospitable to organic creatures. The survivor array enables the robot to better traverse harsh terrain and withstand hostile conditions. A survivor array includes the following units:</u></u></p><p><u><u>o Topographical and astronomical guidance systems that grant a +10 equipment bonus on Navigate checks.</u></u></p><p><u><u>o A pressure-sealed, energy-resistant frame that allows the robot to function normally in low-gravity, high-gravity, and zero-gravity conditions, prevents oxidation and corrosion, and provides resistance to acid 10, cold 10, electricity 10, and fire 10.</u></u></p><p><u><u>Purchase DC: 15 + one-half the base purchase DC of the robot's frame.</u></u></p><p><u><u>Restriction: Licensed (+1).</u></u></p><p><u><u>ALUMISTEEL ARMOR (PL 5)</u></u></p><p><u><u>This easy-to-acquire alloy is lightweight and reasonably strong. Bioreplica robots and liquid-state robots cannot have integrated aluminsteel armor.</u></u></p><p><u><u>Equipment Bonus: +5.</u></u></p><p><u><u>Weight: One-quarter the weight of the robot's frame (rounded down).</u></u></p><p><u><u>Speed Penalty: -5 feet.</u></u></p><p><u><u>Purchase DC: 10 + one-half the base purchase DC of the robot's frame.</u></u></p><p><u><u>Restriction: None.</u></u></p></blockquote><p></p>
[QUOTE="Masada, post: 1811810, member: 19339"] [COLOR=Orange][B]HAR-Vee[/B][/COLOR] [B]Class(es) [/B]; Source (d20 Modern) Smart 3 / (Blood & Circuits) Gadgeteer 5 Harvee has spent most of "his" machine life fixing and jury rigging devices of all types inside the confederation. Starships, weapons, armor, anything and everything. Harvee typically hauls around a back full of spare parts and pocket welder. While highly innovative, Harvee's creation have a tendency to explode after a few uses. But even so, sometimes all you need is a couple of good shots. Harvee has experimented with crafting his own upgrades from time to time. But he rarely does so since he blew both arms off in a botched strength upgrade. [U]Starting occupation[/U]: None [U]Allegiance[U]: Confederation [U]Reputation:[/U] +2 [B]Masada/HAR-Vee:[/B] Biodroid Smart 3/Gadgeteer 5 [B]Combat:[/B] HD: 8d10+10; Hit-points: 61; MAS --; Initiative: +3; Speed: 25; Defense 21 (touch 16, flat-footed 15); BAB +4; Grap +6; Atk +6 melee (1d4, unarmed strike), or +7 ranged (2d8, firearm); AP 12. [B]Saves:[/B] Fort +4, Ref +7, Will +3. [B]Abilities:[/B] Str 14 (+2), Dex 16 (+3), Con -- (+0), Int 18 (+4), Wis 10 (+0), Cha 10 (+0). [B]Racial Traits:[/B] Biodroid: Immunities: Biodroids are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead. [B]Skills:[/B] Computer Use (Int) +15, Craft: Electronic (Int) +18, Craft: Mechanic (Int) +23, Craft: Cybernetics (Int) +16, Craft: Structure (Int) +16, Decipher Script (Int) +4, Demolitions (Int) +5, Disable Device (Int) +19, Forgery (Int) +16, Investigate (Int) +4, Know: Tech (Int) +15, Know: Physics (Int) +15, Listen (Wis) +2, Navigate (Int) +4, Profession (Wis) +0, Repair (Int) +18, Research (Int) +15, Search (Int) +16, Spot (Wis) +2, Bluff (Cha) +0, Sleight of Hand (Dex) +4, Pilot (Int) +5 [B]Feats and Talents:[/B] robot traits, Simple Weapons,Personal Firearms, Savant (Craft: Electronic), Builder (Mechanic, Electronic), Savant (Disable Device), Mastercrafter, Mother of Invention 50, Stone Knives +1, Handyman (Mechanic, Repair), Advanced Armor Design, Stone Knives +2, Mother of Invention 250 [B]Equipment:[/B] sturdy clothing, Laser Rifle, Mechanical Tool Kit, Electronic Took Kit, Multi-Tool, Pocket Welder, Duct Tape, Bailing wire [B]Note:[/B] TASK HAND (PL 7) Task hands function just like advanced hands, except that they are equipped with additional joints and often with additional or telescoping digits, enabling them to multitask, as well as to spread the robot's grip strength over a slightly wider area. A robot with a task hand gains a +1 equipment bonus on Climb, Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Pilot, Repair, Search, Sleight of Hand, and Treat Injury checks. This bonus improves to +2 if the robot has two or more task hands. At the GM's discretion, the robot can gain this bonus when attempting certain Perform checks as well. Damage: Nonlethal bludgeoning only. Purchase DC: 10 + one-quarter the base purchase DC of the robot's frame. CLASS VII SENSOR SYSTEM (PL 7) This sensor system includes hi-definition video sensors with darkvision (out to 120 feet), acoustic audio sensors, a chemical vapor scanner, pressure sensors, and multiband radar that uses multiple concurrent radar signals in different frequencies to gather more data. A robot with a Class VII sensor system gains a +2 equipment bonus on Listen, Search, and Spot checks. All other skill checks are made without penalty. The robot also gains a +2 equipment bonus on initiative checks. Type: Audio, Olfactory, Tactile, Visual. Purchase DC: 22. SURVIVOR ARRAY (PL 6) Robots are often used to explore environments inhospitable to organic creatures. The survivor array enables the robot to better traverse harsh terrain and withstand hostile conditions. A survivor array includes the following units: o Topographical and astronomical guidance systems that grant a +10 equipment bonus on Navigate checks. o A pressure-sealed, energy-resistant frame that allows the robot to function normally in low-gravity, high-gravity, and zero-gravity conditions, prevents oxidation and corrosion, and provides resistance to acid 10, cold 10, electricity 10, and fire 10. Purchase DC: 15 + one-half the base purchase DC of the robot's frame. Restriction: Licensed (+1). ALUMISTEEL ARMOR (PL 5) This easy-to-acquire alloy is lightweight and reasonably strong. Bioreplica robots and liquid-state robots cannot have integrated aluminsteel armor. Equipment Bonus: +5. Weight: One-quarter the weight of the robot's frame (rounded down). Speed Penalty: -5 feet. Purchase DC: 10 + one-half the base purchase DC of the robot's frame. Restriction: None.[/U][/U] [/QUOTE]
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[d20 Future] 22nd Century: Solar Odyssey to Hell. [FULL]
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