Kronos's d20 Stuff

The above is more like the early days, a few decades pass, people from our Earth establish settlements on this Venus. Earth settlers are quite outnumbered by natives, as travel between planets through space is expensive, Earth humans are still learning to deal with magic. Aphrodite has ensconced herself amount the settler population, she can change her appearance as required for what she wants to accomplish. The settlers don't know she is there. Aphrodite's palace has been turned into a spaceport, as the settlers still don't know who built it, there is a city of around ten thousand people built at the base of that mountain, this is where most of the off-worlders live.


Sounds like you got a good handle of how you want the setting to go. I am following things on the thread for your setting as well.


Been awhile since I've posted on my thread.. so here's some new stuff.

Blade Blaster

This assault rifle functions similar to a railgun, using magnetic forces to launch a metal blade. Unlike other railgun type weapons that launch a narrow spike at supersonic speeds, the blade launcher launches a larger blade at slower speeds, but still fast enough to cause significant damage. The reasoning behind this choice were many, including certain types of armours were not as resistant to blades, even fast moving ones, and the blades could be removed from the magazine and used as a melee weapon in an emergency, making the weapon a little more versatile.

Blade Blaster (PL5-6, Personal Firearms Proficiency)
Damage: 2d10
Critical: 19-20x2
Damage Type: Slashing
Range Increment: 70 ft
Rate of Fire: S, A
Size: Large
Weight: 12 lbs
Ammo: 40 box
Purchase DC: 19 Mil (+3)
Notes: Rails on top compatible with most scopes. Ammo box of 80 blades DC 10. Requires a power pack that is good for firing 200 rounds (5 magazines). The ammunition can be used as a knife, dealing 1d4 slashing damage, 19-20x2, can be thrown range increment of 10 ft. Fired rounds have a 50% chance of breaking, allowing recovery of fired rounds.


Fire Storm
The Fire Storm is a shotgun-like weapon that fires special exploding fletchette rounds that glow red as they fly through the air before striking the target and explode, dealing damage to a small area. The Fire Storm has a folding stock, which can be extended or folded quickly, and the magazine is designed to partially wrap around the sides of the weapon to help give it a lower profile for better maneuvering in tight quarters.

Fire Storm (PL5 Personal Firearms Proficiency)
Damage: 3d8 +2d6
Critical: 20x3
Damage Type: slashing + fire
Range Increment: 15
Rate of Fire: s
Size: Large
Weight: 10 lbs
Ammo: 18 box
Purchase DC: 21
Notes: Special flechette rounds, PDC 15 for 50 rounds. Due to the flechettes glowing in flight grants opponets +1 to Spot them, +2 in the dark. Deals the 2d6 fire damage to a 5 foot radius area, Reflex save DC 14 for half, target struck doesn't save for this damage. Targets struck much make a Fort save DC 15 or be knocked prone. Folding stock when folded reduces weapon size to medium, but the weapon isn't as stable, suffering -1 to attack rolls.


BMKG-2001 Rifle

This advanced rifle uses a small nano-factory to alter itself to five different fire modes, making it an incredible versatile weapon. Unfortunately it requires special ammunition blocks that contains metal, nanites and a few chemicals. The BMKG-2001 can change from its default ballistic rifle mode to an energy blaster, sonic cannon, plasma blaster, or a mini rocket launcher, with the barrel changing shape and the necessary components shaping and forming from the nanite factory inside the weapon. The BMKG-2001 can only change modes once every several seconds, meaning a user can't switch modes between rapid attacks.

BMKG-2001 Rifle (PL8, Personal Firearms Proficiency)
Damage: varies
Critical: varies
Damage Type: varies
Range Increment: varies
Rate of Fire: varies
Size: Large
Weight: 18 lbs
Ammo: 100 charges
Purchase DC: 30 Rare (+4)
Notes: Variable Mode, Ammo blocks PDC 16 for box of 5 clips. Switching modes takes move equivalent action, done only once per round.
Variable Mode - The BMKG-2001 has a nano-factory allowing it to alter its structure and damage type depending on each mode:
Ballistic Mode: A fairly basic ballistic weapon, deals 2d10+2, 20x2, ballistic, 90 ft, S/A, 1 round uses 1 charge.
Energy Blaster: A rapid fire energy blaster, deals 3d8+2, 20x3, energy, 90 ft, S/A, 1 round uses 2 charges.
Sonic Cannon: A heavy sonic weapon firing invisible concentrated sound waves, 4d6, 20x2, sonic, 60 ft, semi, uses 3 charges. Targets don't get to add their Dex modifier to Defense as they can't see the discharges.
Plasma Blaster: A heavy plasma weapon that nearby fire or explosives effects might chain to the target, deals 3d10, 20x2, fire, 70 ft, semi, uses 4 charges. Pyrophoric - targets struck by this plasma attack, will for the next 1d4 rounds, will have to make a Reflex save DC 15 anytime a fire (this includes plasma weapons, flamethrowers, etc) or explosive attack within 15 feet of them, or suffer 1d6 fire damage.
Mini Rocket Launcher: A four barrel mini rocket launcher forms, launches 4 rockets at once affecting a 20 foot radius area, dealing 4d6, Reflex save DC 16 for half, 120 ft, single, 1 shot of 4 rockets uses 5 charges.

The Melter is a shotgun style weapon that fires acid filled cartridges, leaving horrible burns that continue to burn through materials, particularly metals, for several seconds. The weapon is quite favoured as an anti-armour and for breaching fortification as the folding stock allows it to be easily maneuvered in close quarters.

Melter (PL5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20 x2
Damage Type: acid
Range Increment: 15 ft
Rate of Fire: S
Size: Large
Weight: 10 lbs
Ammo: 12 Box
Purchase DC: 21, Box of 10 cartridges have PDC 12
Notes: intimidating, folding stock, Acidic
Intimidating - When used as part of an Intimidation check, grants +2.
Folding Stock - when folded, the size of the Melter changes to medium.
Acidic - The acid is formulated to deal extra damage to metallic objects. The round after being struck, metallic objects suffer an additional 2d6 damage the next round. Acid damage ignores Hardness.



The CW6 is Crystal Works' first heavy personal weapon with an alternate fire mode. Based on the CW2 rifle made up of a tube, that is slightly thicker than the CW2, with a padded grip and a handle at the back with a folding wire stock. The emitter end of the tube has four noticeable slits that allows it to split open. It uses the same principles as the CW1, where a hammer strikes the crystal inside to create an electrical discharge. However, the CW2 uses three crystals for a more powerful blast. It also includes an automatic mode, which when selected, creates a connection to a small motor which draws a little bit of a charge from the discharge to cause the hammer to keep striking the crystals as long as the trigger is pulled back. Comes with basic iron sights and has a mount for a scope and a mounting underneath for lights, mini-grenades or bayonets.
When the secondary mode is active, the emitter end splits open, revealing reflective mirrors and smaller emitters. This allows the weapon to fill a large area with electrical energy, making it an excellent weapon for clearing areas of multiple foes, or dealing extra damage to large targets. While the weapon is in this alternate firing mode, any scopes or under barrel weapons or attachments will not work as the split parts block them.
As it doesn't require a power pack, the CW6 is a favourite weapon for those who need a weapon but can't spare space or weight for ammunition, all one needs is the weapon, as it generates its own power internally. The crystals inside is good for about 2000 shots before it should be serviced and a possible crystal replacement is needed.
Although damage isn't high, the simplicity and advantage of the design makes training incredibly simple, and the weapon well liked by many.

CW6 (PL6 Personal Firearms Proficiency)
Damage: 5d4
Critical: 20
Damage Type: Electricity
Range Increment: 80 ft
Rate of Fire: S, A
Size: Med, Large with stock extended
Weight: 7.3 lb
Ammo: -
Purchase DC: 17 (Res +2)
Notes: Does not require power packs, alternate fire mode, as iron sights, mounting for under barrel weapons, and mounting for scopes, folding wire stock.
Alternate Fire Mode - The CW6 has a secondary fire mode that fills a 60 foot long, 30 foot wide cone full of electrical energy dealing 4d4 electrical damage, Reflex save DC 15 for half. Switching between modes is a free action that can be done only once per round.
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VA Tankette

An interesting concept that VA discovered was the tankette, a small 1 or 2 person mini tank, roughly the size of a car, used mainly as light infantry support and reconnaissance unit. While the original concept was abandoned due to their vulnerability to light anti tank weapons and limited utility, VA felt they could improve upon the design with more advanced technologies, producing a few different versions of the tankette design.

The VATKm1 is the first model of tankettes released by VA, keeping the design simple and following the original concept, closely resembling the Carden Loyd tankette mk VI, with sloped front, tracked locomotion, light armour, but instead mounts a low profile armoured turret that houses a heavy rail machine gun and a grenade launcher. The interior is cramped, with the driver laying on their stomach, and the gunner in a cramped seat, partly in the turret, and partly in the main body. To aid in the recon role, the VATKm1 has long range communications, several video and audio recorders and a potent flex fuel engine to allow it to move about quickly, and run on virtually any flammable liquid, with a range of 200 miles on a full tank. While significantly better armoured than the original Carden Loyd tankette mk VI, the VATKm1 isn't VA's best seller, but does well with mercenaries and poor militaries looking for something to aid their infantry or a cheap scout unit.
The VATKm1 is 2 squares long (8 ft 1 in), 1.5 squares wide (6 ft 6 in), and 4 ft tall. The crew enters through a hatch on the top of the turret and have full cover. The turret can spin complete 360 degrees, and the railgun and grenade launcher can raise 50 degrees, lower 30 degrees.

VATKm1 (PL6)
Crew: 2
Passengers: 0
Cargo: 30 lbs
Init: -2
Maneuver: -2
Top Speed:105 (11)
Defense: 9
Hardness: 15
Hit Points: 30
Size: Large
Purchase DC: 30
Restriction: Mil (+3)
Accessories: Long range military radio, GPS, satellite radio, external parabolic mic, thermal/IR cameras, dark vision for gunner and driver 100 ft, 40mm grenade launcher (20 grenades, up to 3 types can be carried), rail machine gun (2000 rds), first aid kit, 2 smoke grenade launchers (6 smoke grenades, can launch up to 50 ft or release smoke around the vehicle).
Notes: Off-road design (half penalties for rough terrain), flex fuel engine (run on any flammable liquid).

Rail Machine Gun
This is a heavier version of the standard rail gun with full automatic capability mounted in the Tankette's turret.
4d12, 20x2, ballistic, 120 ft, s, a, 2000 rounds linked.


Ionic Blaster

This heavy energy pistol fires ionized particles that are slightly radioactive, making the weapon particularly dangerous to organic life. The weapon is heavily shielded, with a heavy shroud around the barrel and trigger guard. Unfortunately the weapon is energy intensive, making it eat through power packs quicker than comparable weapons. Due to the radiation damage the weapon deals, it is illegal in most civilized areas. Although the weapon is favoured for use against those with advanced healing abilities

Ionic Blaster (PL6 Personal Firearms Proficiency)
Damage: 4d4
Critical: 20x3
Damage Type: Electricity/Energy
Range Increment: 30 ft
Rate of Fire: Semi
Size: Medium
Weight: 6 lbs
Ammo: 40 box
Purchase DC: 21 (+3 Illegal)
Notes: Living targets struck suffer a moderate level of radiation exposure, requiring a Fort save DC 18. See D20 Future pg 81 for radiation sickness. Each following shot forces another Fort save, but more than 10 shots in less than a minute increases the level of level exposure to severe.


Force Gauntlet
Oversized heavy, yet articulated gauntlet that crackle with greenish-white energy when used. Provides a deflection field against ranged attacks and area attacks (explosions, flamethrower attacks), energy ranged bolt attack which can push back a target, critical knock down. Energized melee strikes also push back/knock off balance and knock prone.

Force Gauntlets (PL6/7 Simple & Personal Firearms Weapon Proficiencies)
Damage: +1d6 melee / 2d6 ranged
Critical: x2
Damage Type: Force
Size: Medium
Weight: 3 lbs each
Purchase DC: 22
Notes: While worn, act as a pair of brass knuckles in melee combat. Power pack provides 50 charges for attacks or shield. User suffers -1 to all checks related to fine manipulation, such as picking pockets, Craft checks, etc.
Energized melee attacks uses 1 charge, on a critical strike target must make a Fort save DC 18 or be knocked back 1d4x5 feet and knocked prone. If strikes an object takes 1d6 bludgeoning damage for every 10 feet travelled before striking the object. A successful save only pushes the target back 5 feet and Dazed for 1 round.
Energy attack uses 1 charge, on a critical strike target must make a Fort save DC 15 or be knocked back 5 feet and knocked prone. A successful save only pushes target back 5 feet.
Deflection Shield - Grants +4 Deflection bonus to Defense against ranged attacks and area attacks (granting +4 to Reflex saves). Uses 2 charges per round to power the shield. If two gauntlets are worn, the Deflection bonus does not stack, and only drains power from both.


A few new starship weapons

Tempest Missile
A small rocket with no guidance system but with a fast loading mechanism, used more like a gun, able to fire multiple rockets quickly, particularly useful against slow moving and large targets. Tempest missiles can only be used in space as to save on space to allow larger magazines lack maneuvering fins and systems that allow it to be used in an atmosphere. A tempest missile launcher can hold 16 missiles.

Tempest Missile (PL 5)
Damage: 6d8
Critical: 20 x2
Damage Type: fire
Range Increment: 2500 ft
Rate of Fire: Semi
Minimum Ship Size: Large
Purchase DC: 25
Restriction: Res (+2)
Inaccurate - Attacks with Tempest missiles suffer -1 to attack rolls. Against targets smaller than Gargantuan size suffer a further -1 to attack rolls.
Volley Fire - The user can fire multiple Tempest missiles at once, each additional missile fired adds an additional -1 to attack roll, but increases damage by 3d8. If the attack misses due to the penalty for an additional missile (or multiple additional missiles), but would have hit normally, deals normal damage as the additional missiles miss. Up to a maximum of 5 missiles can be launched at once.

Banshee Wailer
A double barreled electromagnetic based weapon deals excellent damage to shielding and produces a dramatic sheering effect which quickly destroys the target ship's materials. However deals little damage to unshielded targets, thus making it most useful as an excellent first strike weapon against shielded targets. If used in an atmosphere, the pulse creates an atmospheric disturbance similar to a quasi-human screen at 140 dB, giving the weapon it's name. Unfortunately the weapon is energy intensive and slow to fire.

Banshee Wailer (PL 6)
Damage: 6d10 vs shields, 2d10 vs physical targets
Critical: 20
Damage Type: energy
Range Increment: 3000 ft
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 31
Restriction: Mil (+3)
Notes: While the target struck has shields, deals damage to the shields half damage (round down) to the target's hull, ignoring half the target's hardness. On a critical hit, deals double damage to the shield plus deals the same damage to the hull, ignoring have the target's hardness. Once the target's shields are down, only deals 2d10 energy damage to the hull.

A rapid-fire krypton based laser that deals little damage against physical structures, such as ship hulls, but excellent for disabling shields. An interesting side effect of the Flail is it imparts a fair amount of kinetic energy on the target, while not enough to deal much damage, it can affect a hit ship's flight, able to knock ships off course and possibly even crashing into other objects.

Flail (PL 6)
Damage: 2d8, 6d8 vs shields
Critical: 20
Damage Type: fire
Range Increment: 3000 ft
Rate of Fire: S, A
Minimum Ship Size: Large
Purchase DC: 29
Restriction: Mil (+3)
Notes: Targets struck that are smaller, or up to one size (or sub type larger) than the equipped ship must make a Pilot check DC 10 + one-half damage dealt (either shields or physical) or lose control. A failed check by 5 or more knocks the struck ship in a random directly 100 x amount failed check by over 5. So a failed check by 6 will knock the ship 100 ft off course in a random direction. Can roll 1d6 to determine direction (1 forward, 2 right, 3 backwards, 4 left, 5 up, 6 down).

The Ml-16 is an energy weapon that deals fairly decent damage with a low energy consumption, allowing for more power to be diverted to other systems. Unfortunately the weapon is practically useless against shields.

ML-16 (PL6)
Damage: 7d8
Critical: 20
Damage Type: energy
Range Increment: 3500 ft
Rate of Fire: S, A
Minimum Ship Size: Large
Purchase DC: 28
Restriction: Res (+2)
Notes: Against shields deals only 1d8 points of damage.


Disguise (Cha)
Normal Use: With a few props, some makeup, and a bit of time, a character can modify the appearance of himself or another person. He may also impersonate a particular person.

New Use (Blend In): The character can move into a large crowd of people and slightly change his appearance to resemble those around him. This allows the character to make a skill check without spending time creating a disguise. However, he may only use Disguise in this manner if there is a group of people nearby that he can escape into. For example, a character could blend into a small group of homeless by grabbing a nearby filthy, soiled cloak, draping it over his shoulders, and sitting down among them. Obviously, this skill does not prevent anyone who witnessed the attempt from pointing the character out to any pursuers or enemies.

New Use (Camouflage): The character knows how to hastily combineface paint, debris, and other items to camouflage himself or someone else. Using Disguise in this manner requires a skill check at DC 15. On a successful check, the recipient of a disguise gains a +2 competence bonus to Hide checks made in areas with heavy undergrowth or debris. This Disguise check is made in secret, so only the Games Master knows if the camouflage is truly effective.

Hide (Dex)
Normal Use: This skill is used to keep out of sight, evading the watchful gaze of others. A character sneak behind debris or use shadows to conceal his presence.

New Use (Tail): A character can discreetly follow another person, using the crowds or other cover to conceal his presence. He will keep his quarry in sight while remaining far enough in the background (up to 50 ft.) to evade sight. Every ten minutes of the pursuit, make a Hide check opposed by the target’s Spot skill. Note that if the character is following several people travelling as a group, every person pursued makes a Spot check. Victims consciously looking for someone tailing them gain a +2 competence bonus to their check, whilst unsuspecting victims receive a –2 competence penalty.

Listen (Wis)
Normal Use: This skill is used to detect someone sneaking up on a character, hear a whispered voice, or listen in on someone’s conversation.

New Use (Ear for Detail): Not only can the character detect noises but he is also an expert at identifying their source. After a successful Listen check has been made, the character can immediately attempt another to discern greater detail. The character can hear not only the scrape of boot against a floor but also recognise the pace of the footsteps and the distinctive sound of hobnailed boots, allowing him to identify an intruder as a soldier wearing a shell jacket before he comes into sight. If the character had met the soldier before, he would also recognise his stride and know exactly who approaches. If the character beats the DC of a Listen check by 20 or more, he attains an extraordinary success. This allows him to determine the precise source of a noise, such as the type of creature, what actions might cause the noise, and so on.

Move Silently (Dex)
Normal Use: The character treads carefully as he walk, muffling the sounds of his footsteps and allowing him to sneak up on others.

New Use (Whispery Movement): As the character quietly moves near an enemy, he can cause a moderate amount of noise designed to draw his opponent’s attention away from his position, such as throwing rocks or other small items away from him. In doing so, the character suffers a –2 competence penalty to his Move Silently check. In return, if he makes a Hide check within 2 rounds of moving silently, he gains a +2 competence bonus if his Move Silently check was successful.

Spot (Wis)
Normal Use: A character can use this skill to pick out visual cues and other details, such as a target sneaking down an alleyway or another sniper hidden in a ruined building.

New Use (Hawkeyed): The character’s sense of sight and eye for detail are so well-refined that he can pick out minor characteristics at a great distance. Make a Spot check at DC 15 + 2 per 10 feet of distance when looking at a target more than 30 feet away. On a successful check, the character picks out details on the target as if it were only 10 feet away. Obviously, even extremely small creatures exhibit no real detail at a 10 ft. distance, so the Games Master is free to use his judgement as to what can really be seen. The check suffers a –2 competence penalty against small and tiny creatures. For each size category above medium-size, a +2 competence bonus is added to the check.