[d20 Future] 22nd Century: Solar Odyssey to Hell [PCs and NPCs]

Conrad Hart said:
How should the Planetary Adaptation feat for Mars run? Like Planetary Adaptation (Barren), (Low Gravity), or do you have something else in mind?

Normal humans cannot breath on Mars because of the CO2 in the atmosphere. Those humans altered genetically to live on Mars can breath its toxic and thinner atmosphere. As such, in terms of game mechanics they get a +2 bonus to Fortitude saving throw to resist toxic gas / air. In terms of roleplay, while they could breath perfectly well on Earth, they also breath perfectly well on Mars where normal humans must wear a mask or eventually die from the CO2. Furthermore, they get +1 to Dex due to Mars lower gravity (half that of Earth).

Nothing is gained for Mars being a barren or cold world, as people live in a technology very advanced society, so don't have to bother with the harsh life conditions.
 

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Major John Tobermory

Maj. John Tobermory
Charismatic 3/Dedicated 2/Field Officer 3; D20 Modern/D20 Modern/D20 Future

Maj. Tobermory is a tall. middle-aged human of AmerIndian geneline. He has a calm demeanor but a powerful presence.

Starting occupation: Military (Pilot, Knowledge (Tactics), Personal Weapons Prof.). Allegiance: Military. Reputation: +4

Combat: HD: 8; Hit-points: 42; MAS 12; Initiative: +2; Speed: 30; Defense 18 (touch 18, flat-footed 15); BAB +5; Grap +5; Atk +5 melee (1d4, unarmed strike), or +8 ranged (2d8, firearm); AP 10.
Saves: Fort +6, Ref +6, Will +8.
Abilities: Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 16 (+3).
Racial Traits: Gene-Fixed Human: as human w/ Gene mod for Zero-G (purchased as Feat)
Skills: Bluff +9, Computer Use +7, Diplomacy +13, Gather Information +9, Intimidate +10, Knowledge (Current Events) +7, Knowledge (Tactics) +9, Navigate +3, Pilot +13, Sense Motive +10, Spot +8
Feats and Talents: Armor Prof. (Light), Personal Firearms Prof., Advanced Firearms Prof., Point Blank Shot, Quick Draw, Simple Weapons Prof., Starship Operation (Heavy??? and Ultralight???), Zero-G Training; Coordinate, Inspiration, Empathy, Leadership, Uncanny Survival
Equipment: Soulink, Prophecy and Chatter nano augmentation (pending approval), all else as assigned
Note:

Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.
The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.

Leadership: By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.
A Field Officer cannot use this ability on himself.

Uncanny Survival: Beginning at 2nd level, a Field Officer can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.
 

Agent Vincent Collins, SIA Investigations Special Operative
Human Male, 32
Hair: Dark Eyes: Dark Brown
Stature: Tall, Lanky
Dedicated 3, Investigator 3, Telepath 2
Occupation: Law Enforcement (Diplomacy, Gather Information, Personal Firearm prof)
Allegiances: SIA, Law

Str 10 0
Dex 14 +2
Con 10 0
Int 14 +2
Wis 16 +3
Chr 16 +3

BAB +5
HP: 38
DEF 17 (5/2)
PsiPP: 8
ActionP:
Rep: +3
Wealth: +5

Fort: +3
Ref: +5
Will: +10

Skills:
Investigate (Int) +19/9
Listen (Wis) +9/6
Sense Motive (Wis) +11/6
Hide (Dex) +9/3
Move Silently (Dex) +9/3
Diplomacy (Chr) +9/6
Intimidate (Chr) +12/9

Gather Information (Cha) +9/6
Bluff (Cha) +9/6
Disable Device (Int) +5/3

Autohypnosis (Wis) +10/5
Concentration (Con) +5/5
Psycraft (Int) +6/6



Feats:
Personal Firearm Prof.
Wild Talent (Precognition Offensive 3/day)
Point Blank Shot
Stealthy
Precise shot
Double Tap
Attentive

Class abilities:
Skill Emphasis (Investigate +3)
Aware (+14/+10 Listen/Spot to avoid surprise)
Profile DC 15 Gather info/investigate
Contact (low-level)

Telepath Powers:
0 Level: Defensive Precognition, Detect Psionics, Empty Mind
1st level: Empathy, Object Reading

Power Activation: Empathy (Chr DC 13)

Cybernetics:
Skill Plexus (-/4) -1
Skill Implant: Hide (-/1) -1
Skill Implant: Move Silently (-/1) -1
Skill Implant: Autohypnosis (-/1) -1
Skill Implant: Investigate (-/1) -1


Equipment:
Uniform/long coat
Small display glasses/HUD (Linked targeting sensor)
Intellipicks (+20 Disable Device)
Unicom
Violet rations 3
Fast-use Medkit
Neural Scrambler (2)
EMP grenade (1) -1
Plasma Pistol, HUD Targeting (+1), Sound Suppressor, Sensor Baffling -1
+8 (2d10 40 ft) or +6 (3d10, 40 ft)
Concealed Carry Holster
4 Magazines (50 each)
20 Plasma coated rounds (-2 def of armor)
Briefcase, leather
Pack of slim Turkish cigarettes

Description: Vincent is a tall, thin man of muddled European stock. He has a long face, deep set dark eyes and usually sports a morose expression. His dress is generally drab in nature including a black long coat, knee high leather boots, and unremarkable dark grey uniform. He usually smells faintly of mint and cigarettes, the later of which he frequently smokes (Turkish).

Personality: Despite his drab appearance, Vincent is remarkably well-spoken, always choosing his words with a certain condescending precision. His demeanor can be very intimidating; he exudes confidence and power when he needs to and he has no qualms about using his special talents to reach an objective. He does not, however, often assume the role of leader, instead preferring to allow more directly personable (read: friendly) individuals take charge while he acts as an advisor or in another more subtle manner. Vincent is a company man all the way, and his first priorities are always to his orders, although he will disobey SIA superiors if he feels that they are incompetent or have weak character.

Background: Vincent grew up in the Europe, specifically the state of the UK. He did fairly well academically, and had a flair for politics which manifested during his time at University. His civic mindedness eventually led him toward work with law enforcement, first within Europe, then with the SIA. Initially, he met with some amount of frustration; his ambition was greater than his capacity in the eyes of his superiors and he was passed up for a number of promotions that he believed he deserved. It wasn’t until he was approached by an internal SIA operative with an offer to participate in a new genetic modification program that Vincent’s true capacity was realized. After numerous tests had revealed a predisposition towards a form of precognition (specifically the ability to guess what an opponent was going to do seconds before they were consciously aware of having made the decision to do it) and other extraordinary talents, Vincent underwent a rigorous and painful program designed to amplify these abilities, and subsequently received training for investigative work for “highly sensitive” missions, including, but not limited to, intelligence gathering, murder and other investigations, and extermination of dangerous fugitives. His cybernetic enhancements were designed to assist him with these covert operations, which he has been participating in, in one capacity or another, ever sense his “discovery”. He takes his work very seriously, and is willing to go to any lengths to insure that the stolen antimatter bombs are recovered and the criminals punished.
 

Caine Freerover stat block

Caine Freerover, Chief Medical Officer and Robotics/Cybernetics Engineer.
Smart 3/Technosavant 5

Str 10(0) Dex 12(+1) Con 16(+3) Int 18(+4) Wis 14(+2) Cha 8(-1)

HP: 58 (30+7d6)
Defense bonus: +4
AC: 15 unarmored/touch, 14 flat-footed, 18 armored.
BAB: +4
Attack: +5 plasma pistol, or +8 after using exploit weakness talent.
Saves: Fort +5 Reflex +5 Will +7
Reputation: +2

Skills:
Computer Use +10
Craft (electrical) +15 (builder)
Craft (mechanical) +15 (builder)
Craft (writing) +10
Decipher Script +15 (linguist, skill implant)
Investigate +10
Knowledge (beh. sci) +10 (data archive)
Knowledge (life sci) +20 (data archive, skill implant)
Knowledge (phy. sci) +15 (data archive)
Knowledge (tech) +20 (data archive, skill implant)
Knowledge (theology) +10 (data archive)
Knowledge (other) +8 (data archive)
Profession (doctor) +12
Repair +11
Research +15
Search +8
Treat Injury +17 (medicomp sensor)
Speak Language: Chinese, Russian
R/W Language: Chinese, Russian, Latin

Feats:
Surgery (g1), Cybertaker (g1), Builder (s2), Personal Firearms (g3),
Salvage (t1), Point Blank Shot (g6), Cybernetic Surgery (t3)

Talents and Class abilities
1) Linguist +7; DC 15(related)/20(unrelated)/25(exotic) to understand
spoken languages and +3 to decipher script.
2) Exploit Weakness +7; DC 15 + move action to use Int bonus on attack rolls.
3) Robomancer (1/2 time to build/repair robotics)
4) Technophile (+2 on KS:Tech rolls to ID exotic tech)
5) Cybermancer (1/2 time to build/repair cyber)
6) Salvager (+2 on Search rolls to salvage)
7) Down with Robots (+1d6 damage, +4 to grapple checks vs. robots)
8) Exotic weapon adept (only -2 to attack rolls w/ unfamiliar exotic weapons)

Equipment (all SIA property)
*Display Glasses
*Medicomp sensor
*Fast-use medkit
*Assorted chemical and pharmaceutical agents.
*Compact laser pistol (2d8, range 40)
*Light combat armor (usually stowed) (+3 AC, -1 penalty)

Cyberware (all but the feat implant are his personal property)
*Anti-shock implant (negates extra damage from electrical attacks)
*Data Archive (+4 to all knowledge skills, all skills are class skills)
*Skill Plexus with 3 skill implants (see above)
*Subcutaneous Cell Phone
*Feat Implant (light armor proficiency)

Caine is the ship's chief medical officer and robotics/cybernetics engineer. Born on Mars, he has the barrel chest and pale complexion common to native colonists of the red planet. He seems calm to the point of being nearly emotionless, and clearly prides himself of his self-control. He is a highly skilled surgeon but has a terrible bedside manner, offering little or no comfort to his patients. He is a brilliant cybertechnologist, and was clearly chosen for the mission so that he could provide holistic care to certain crewmembers. He is heavily cybered himself, and displays his enhanced powers of recall and analysis with pride.

Caine comes from the SIA's accelerated research lab, and only becomes truly animated when he encounters new technologies. During the crew training sessions, Caine overheard some of you joking that the droid HAR-vee seemed more human than he was. Caine just smiled and walked away to leave you to your banter, as if enjoying some private joke.

He wears old-fashioned display glasses instead of the more common integrated HUD, and has a cyberware communications link to the ship's computer. This allows him to perform spot research in the field on the rare occasions that his own encylopedic knowledge fails him. He carries a standard-issue SIA laser pistol and claims to be a decent shot, though none of you have ever seen him fire it.
 
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John Tobermory said:
Equipment: Soulink, Prophecy and Chatter nano augmentation (pending approval), all else as assigned.

Can you tell me where this is detailed (d20 Futre has no index...).

Right now I must go to work (it happens sometimes... :heh: ), but I will post the personal equipment tonight. One example below of a weapon you will be given for the mission and can easily carry on yourself at all times:


Small Laser Pistol
Damage: 2d8; Critical: 20; Damage type: fire; Range increment: 40 ft.; Rate of fire: S; Magazine: 50 box; Size: small; Weight: 1.5 lb.; Purchase DC: 21; Restriction: lic (+1).

This weapon has been designed to be easy to conceal. As such it gets the Compact and Sensor Baffling gadgets. Compact: By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive. Sensor Baffling: From simple metal detectors to advanced x-ray scanners, there is a way to detect every weapon. As the technology level increases, so does the accuracy of weapons sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapons past security. Any weapon with the sensor baffling gadget grants a +4 bonus on any checks made to conceal the weapon from sensors or other detection devices.
 
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Jay Purr

Jay Purr
Fast 3/Dogfighter 5; d20 Modern / d20 Future.

Starting occupation: Astronaut Trainee (bonus skills: Computer Use, Navigate; feat: Zero-G Training).
Allegiance: none.
Reputation: +3.
Wealth Bonus: +6.

Jay Purr: Male Human Fast 3/ Dogfighter 5 - Non-combat Mode Stats.
Combat: HD: 8d8; Hit-points: 34; MAS 10; Initiative: +4; Speed: 30 ft.; Defense 21 (touch 21, flat-footed 17); BAB +5; Grap +5; Atk +5 melee (1d4/19-20, knife), or +9 ranged (2d8 fire, small laser pistol); AP 12.
Saves: Fort +2, Ref +10, Will +2.
Abilities: Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 14.
Skills: Bluff +13, Computer Use +13, Craft (electronic) +8, Knowledge (physical sciences) +8, Knowledge (technology) +13, Pilot +15, Navigate +13, Repair +13, Tumble +10.
Feats and Talents: Armor Proficiency (light, medium, powered), Defender of the Universe, Evasion, Personal Firearms Proficiency, Shake, Rattle & Roll, Starship Dodge, Starship Gunnery, Starship Operation (Ultralight), To the Max!, Uncanny Dodge 1, Zero-G Training.
Equipment: small laser pistol, unicom, knife, mission-specific nanotech.

Jay Purr: Male Human Fast 3/ Dogfighter 5 - Combat Mode Stats.
As above, except: Spd 20 ft.; Defense 25 (touch 21, flat-footed 21); Atk +5 melee (1d4/19-20, knife) or +9 ranged (2d8 fire, small laser pistol) or +9 ranged (varies, mini rocket pistol) or +9 ranged (3d10, plasma rifle).
Skills Tumble +8.
Equipment: medium combat armor, mini rocket pistol, plasma rifle, small laser pistol, unicom, knife, 10 violet rations, mission-specific nanotech.

Description: Refer to avatar image. Jay grew up in an asteroid mining colony, and possesses the knowledge and aptitudes that make survival in that rather harsh environment possible. An unfortunate accident during his childhood resulted in the quick depressurization of his creche pod, and Jay was the single, miraculous survivor. The experience has made him extremely sensitive to perceived environmental changes, particularly pressure changes or hull impacts. He prefers to keep a vacc suit (or better yet, a set of space combat armor) and a hull patch kit close by at all times.
 
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Equipment provided by the SIA

Here is the equipment you get for the mission. It includes also things I don't really need to mention such as clothes and regular medicine. Note that only those who have the Medium Armor Proficiency feat get a Medium Combat Armor and a plasma rifle (it was deem that scientists and pilots don't need a plasma rifle, they have enough with the two other weapons provided).


Nanotechnology
Chatter, soulink, and prophecy nanoaugmenters are too advanced for the 22nd century (they don't exist in Transhuman Space, and look too much as magic for my taste). However, the PCs will have access to:

Calcion: A beneficial nanovirus, calcion is one of the most commonly used nanocolonies in the field of medicine. Calcion is a bone-knitting nanite that repairs fractures and breaks in bones with advanced calcium-grafting technology. Additionally, calcion repairs joints and aids with skin regeneration. A character injected with calcion heals from damage at twice the normal rate until she reaches full hit points. After her health is fully restored, the calcion nanites deactivate and cease to function.

DNA Repair: A beneficial nanovirus that repairs damage to cellular genetic material from radiation. DNA Repair heals 10 rads every 12 hours.

Microgravity Biochemistry: A beneficial nanovirus that makes metabolic adjustments to prevent degeneration in microgravity and zero gravity.

Guardian: A beneficial nanovirus that seek and destroy any nano not of the above types. They provide +6 to Fortitude saving throws to resist harmful nanoviruses such as "Gray Death" or "Stiletto".

Exowomb of Regeneration: Patient is immersed in a tank (the starship has two of them) and his cells regenerated. This is the way for curing wounds, repairing 2d8 of damage per hour.

Exowomb of Nanostasis: Patient is immersed in a tank (the starship has two of them) and held in nanostasis. It is a means of shutting down a person's metabolism, putting him into a state of suspended animation. It is usually used for long travels across space.


Violet Rations
A pack per character of 10 violet rations (3 to 5 days of food) to use in emergency cases. Violet rations are entire meals that come in pill form. The pill is placed under the tongue and dissolves, releasing not only the flavors of various foods but also the consumer’s daily supply of nutrients and vitamins. Each violet ration is the equivalent of a single meal and is nutritious, filling, and relatively appetizing.


Universal Communicator (Unicom)
The unicom is an all-in-one piece of equipment that handles the communication needs of a single person. Each unicom has its own frequency and can send transmissions both directly to another individual unicom as well as to an entire group of unicoms. The unicom also has a data port so that it can be linked to a computer system and receive data as well as audio and visual communications. This one can handled encrypted communications, and is linked to the other crewmembers' unicoms, as well as the starship.
Miniaturized: The unicom is two sizes smaller than normal (Diminutive instead of Small). It is easily concealed on the body (grants a +4 bonus on any checks made to conceal the unicom from view), and permits discreet communications.


Small Laser Pistol
Damage: 2d8; Critical: 20; Damage type: fire; Range increment: 40 ft.; Rate of fire: S; Magazine: 50 box; Size: small; Weight: 1.5 lb.; Purchase DC: 21; Restriction: lic (+1).

This weapon has been designed to be easy to conceal. As such it gets the Compact and Sensor Baffling gadgets.
Compact: The weapon is one size smaller than normal (Small instead of Medium).
Sensor Baffling: From simple metal detectors to advanced x-ray scanners, there is a way to detect every weapon. As the technology level increases, so does the accuracy of weapons sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapons past security. Any weapon with the sensor baffling gadget grants a +4 bonus on any checks made to conceal the weapon from sensors or other detection devices.


Mini Rockets Pistol
Damage: varies; Critical: 20; Damage type: varies; Range increment: 150 ft.; Rate of fire: single; Magazine: 6 box; Size: medium; Weight: 3 lb.; Purchase DC: 23; Restriction: mil (+3).

The mini-rockets pistol is somewhat different from a 20th century shoulder-carried missile launcher. It is a large pistol and fires very small rockets of the size of shotgun cartridges. This gun and its rockets are designed so they can work in an environment without air. However, the special ammunitions are hard to come by, so most probably more won't be found later. It has been given the Compact gadget (as such it is lighter and more easy to wield than older rocket launchers that could only had one rocket in it at a time). Ammunitions available (30 of each per person):

Explosive rockets: 5d6 of ballistic/fire damage (3d6 ballistic / 2d6 fire).

EMP rockets: An EMP mini rocket releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 5-foot burst radius (instead of 20 for a grenade). Affected devices remain nonfunctional until repaired unless they make a Fort save at DC=20. The EMP rocket only deals 2d6 of ballistic damage to living creatures. However, a creature with cybernetic attachments takes an additional1d6 points of electricity damage per cybernetic attachment (maximum 3d6) and must succeed on a Fortitude save (DC 15) or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on its Fortitude save, each of its cybernetic attachments takes 1d6 points of electricity damage as well. An EMP rocket deals 5d6 (2d6 ballistic, 3d6 electricity) of damage to a mecha or robot (in addition to the EMP effect).

Tangler rockets: The tangler rocket releases an incredibly sticky compound that can render a target immobile in a few short moments. The compound, released when the rocket hits and explodes, expands into a gelatinous substance that covers large portions of a target. Unfortunately for the target, the disgusting mess soon becomes more problematic as the compound hardens. Within second, a single pellet has expanded into a ball of goop and then hardened into an immobilizing layer of tough chitin. Any time a character is struck by a tangler rocket, that character suffers a cumulative –2 penalty to Dexterity. This penalty remains in place until the compound is dissolved. If the character is struck with enough tangler pellets that the penalty is equal to or greater than his Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity penalties from tangler rockets stack with those from tangler grenades. Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical or some other spray solvent.


Plasma Rifle
Damage: 3d10; Critical: 20; Damage type: Fire; Range increment: 80 ft.; Rate of fire: S, A; Magazine: 50 box; Size: large; Weight: 8 lb.; Purchase DC: 26; Restriction: res (+2).

Plasma occurs when gases become electrically charged after losing electrons. Plasma rifles condense this electrically charged gas into a destructive force that can eat through solid objects and cause severe damage. Plasma rifles generate their destructive ammunition by superheating gasses held inside specialized power packs and then compressing those gasses into a focused plasma round. Plasma rifles do not use ammunition, but are instead powered by power packs. In addition, the rifles given to the PCs get the Sound Suppressor and Variable Charge gadgets.
Sound Suppressor: Similar to the gun silencers of the 20th century, the sound suppressor takes over this function with plasma weapons. The sound suppressor generates a field of sonic energy that cancels sound produced within field, reducing weapon firing noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing.
Variable Charge: This gadget takes advantage of a plasma weapon’s ability to modify the damage caused by its own shots. This gadget gives the user the ability to “power up” his shots by focusing more energy into a single blast. The weapon may be primed as an attack action, increasing the damage of its next shot by +1 die. As such, the plasma rifle that normally deals 3d10 points of damage, deals 4d10 points of damage after being primed for one round. The plasma rifle may be primed for up to three rounds. If primed for more than three rounds, it becomes unstable; on the fourth round the weapon must be fired or else it explodes and deals the fully charged damage (4d10) to the user. When this occurs, the weapon is completely destroyed.


Light Combat Armor
Type: tactical; Equip bonus: +3; Non prof. bonus: +1; Max dex. bonus: +5; Armor penalty: –1; Speed: 30 ft.; Weight: 4 lb.; Purchase DC: 18; Restriction: lic (+1).

Light combat armor provides less protection than later, heavier types, but also allows increased mobility. It consist of a reinforced blast vest, shoulder and upper arm pads, thigh and abdomen pads, and kneepads. It also includes helmet and visor, and is equipped with a communications system that allows for radio transmissions to the spaceship and other crew members; the helmet has display glasses that enable to provide info and data like any other such display glasses. Additionally, this armor is equipped with the Ultralight Composition and Self Repairing gadgets.
Ultralight Composition: The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy armors become as easy to carry as lighter models. Any armor with the ultralight composition gadget weighs significantly less than similar pieces of armor and is more easily used and worn. The armor reduces its Armor Check Penalty and increases its armor’s speed limitation (already counted above).
Self Repairing: This gadget implements nanotechnology to repair minor damage to armor. Whenever the armor is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs 1 point of damage per minute to the armor.


Medium Combat Armor
Type: tactical; Equip bonus: +4; Non prof. bonus: +2; Max dex. bonus: +4; Armor penalty: –2; Speed: 20 ft.; Weight: 8 lb.; Purchase DC: 18; Restriction: lic (+1).

Designed for heavy warfare and dangerous situations, medium combat armor covers the user almost head to toe in armor plating. Medium combat armor comes with a helmet that fits snugly on the head and does not interfere with the soldier’s field of vision. It is also equipped with a communications system that allows for radio transmissions to the spaceship and other crew members; the helmet has display glasses that enable to provide info and data like any other such display glasses. Additionally, though this armor is certainly not a space combat armor, and cannot replace a spacesuit, it is nonetheless equipped with the Environment Seal and Self Repairing gadgets.
Environment Seal: This gadget provides the wearer protection from harsh conditions. The environment seal gadget transforms the armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space, along with any environment in between.
Self Repairing: This gadget implements nanotechnology to repair minor damage to armor. Whenever the armor is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs 1 point of damage per minute to the armor.
Masterwork Knife: Not a gadget, but the armor has a masterwork knife in an integrated sheat on the left shoulder.


Space Suit
Type: tactical; Equip bonus: +7; Non prof. bonus: +3; Max dex. bonus: +0; Armor penalty: –9; Speed: 20 ft.; Weight: 50 lb.; Purchase DC: 26; Restriction: lic (+1).

The standard space suit is a completely enclosed environment suit capable of sustaining life in extremes of temperature and a lack of breathable air. The suit is large and bulky, composed of a thick body suit and helmet with a transparent mask, all parts of which are capable of deflecting micro-meteors and other space-borne projectiles. Inside the suit, internal air tanks and environmental filters maintain temperature and pressure. Additionally, a communications system not only allows for radio transmissions to the spaceship and other crew members, but also allows internal sensors to monitor biological functions that can be observed from mission control. The space suit is poor combat armor, but allows for movement and action in space. Additionally, this spacesuit is equipped with the Ultralight Composition and Self Repairing gadgets.
Ultralight Composition: The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy space suits become as easy to carry as lighter models. Any space suit with the ultralight composition gadget weighs significantly less than others and is more easily used and worn. The space suit reduces its Armor Check Penalty and increases its speed limitation (already counted above).
Self Repairing: This gadget implements nanotechnology to repair minor damage to the space suit. Whenever the space suit is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs 1 point of damage per minute to the space suit.
 
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Turanil,

Do you want a revised stat block that includes the effects of wearing the armor and using the provided weapons?

Jay Purr
 

Yes, I would like the updated stat-blocks that include AC when wearing the armor, and AC when not wearing it (only need to stat de different ACs, not the bonus-malus to skills, etc.). However, you don't need to post it again, just to edit the post in which you first posted it (button to bottom right of the post).

Otherwise, for those who would not know yet: the game has begun HERE! (in the Playing the Game forum).
 

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