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<blockquote data-quote="kronos182" data-source="post: 6796545" data-attributes="member: 6668634"><p>Paragon Corp.</p><p>Paragon Corp is a company that deals with high tech systems, from weapons, armour, sensors and other technologies, and combines them into gadgets, suits and vehicles that resemble fictional ones, such as from comic books, movies and novels. They also have some biological enhancements available, but technological enhancements are more their specialty. Paragon caters more to mercenaries, private militias, adventurers, vigilantes and even criminals. Having a 'don't ask, don't tell' policy, along with also allowing a client to pay a premium fee to have no other clients using the same exact designs as theirs. Although Paragon has a loophole policy to allow them to circumvent this slightly, without breaching the promise to the paying clients. They simply redesign the technology or device, or use another method of getting similar effect. Although they never sell aesthetic designs to multiply clients if they pay the premium for exclusivity of the design.</p><p>Paragon Corp is well known for some of its unique designs and use of technology to make what many would consider gimmicky devices, but many of these devices are well coveted by those wanting unique or easily disguised items.</p><p>Paragon doesn't have any planetary facilities that anyone knows about. There are several ships that they use as mobile stores, where they can also assemble many products, except products that are on the scale of capital ships of larger than corvette classes. </p><p></p><p>Juggernaut Suit</p><p>The juggernaut is based on the fictional character Juggernaut, an unstoppable force in motion. Using experimental technology designed for construction equipment, heavy armour and enhanced servos, the juggernaut is a heavy suit of power armour that is well armoured, survives significant damage, and above all, keeps moving, albeit not quickly. Making use of gravity anchors for stability and making the armour difficult to be lifted or knocked over, and an experimental inertial field generator is installed. The inertial field generator takes what inertia the suit generates and magnifies it, but also reduces the inertia of something attempting to strike the armour. The concept behind the inertia field generator was originally to increase the kinetic energy of a bulldozer by increasing the inertia without having to increase the weight, allowing it to move more weight for less power.</p><p>The juggernaut uses this ability to keep moving through obstacles and barriers. The armour is fairly bulky and well reinforced, standing a good 8.5 feet, and is wide, with thick arms and legs. Paragon Corp has only produced a handful of these suits</p><p>Juggernaut Suit (PL7/8)</p><p>Type: Powered Armour</p><p>Equipment Bonus: +10</p><p>Nonprof. Bonus: +4</p><p>Str Bonus: +6</p><p>Nonprof Str Bonus: +3</p><p>Max Dex: 0</p><p>Armour Penalty: -6</p><p>Speed (30 ft): 20 ft</p><p>Weight: 400 lbs</p><p>Purchase DC: 56</p><p>Restriction: Illegal/Extremely Rare +6</p><p>Accessories: HUD projected on visor with voice activation and attached keyboard on left arm under armoured plate, GPS, motion sensors, military radio, environmentally sealed, 2 hour oxygen supply, air filters, EMP and NBC shielding, blackout goggles, cellular phone with signal jumper (DC +10 to trace signal), water container with internal access (holds 2 days worth of water), digital audio/video recorder, PDA style computer (tied to comm systems and other suit systems), digital binocular in visor, two armoured storage compartments can hold up to medium size object each, weighing no more than 30 lbs. All systems tied to HUD for display and diagnostics.</p><p>Notes: Acts as Large size for grapple checks and bull rushes adding +4 size bonus. Deals 2d6 damage on a bull rush or overrun. Plated fits deal 1d8 + Str bludgeoning slam, considered armed, suit grants DR 10. When making an unarmed melee attack or ramming against inanimate objects or vehicles, ignores 10 points of hardness/DR. Physical attacks against the suit are reduced by half as they pass through the inertia field. This includes melee weapons, ballistic weapons, rockets, missiles, grenades that deal concussive, slashing and explosives. Can smash through barriers in a bull rush or over run attempt without stopping if ability to ignore hardness/DR is equal or greater than barriers, and has enough movement to continue moving, provided deals enough damage to overcome thickness of barrier. If barrier's hardness/DR is greater, or doesn't deal enough damage to break through, next round if the user strikes the barrier again, completely ignores any hardness/DR as barrier's integrity is already compromised. Suit does not count towards user's carrying capacity, can lift and drag 4 times carrying capacity and considered 1 size larger (total of 6 times normal carrying capacity), and heavy load is considered medium, medium considered light. Any time the user would need to make a Strength related check, such as grapple, bull rush, overrun or opposed Str check as well as melee attacks, and the user moves, add +2 for every 10 feet of speed to the check and any damage. So when charging at x2 speed, for a total of 40 ft, gains +8 to the check plus to any damage dealt.</p><p></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">AdventurerMk1</span></p><p><span style="font-family: 'Calibri'">The Adventurer mk1 is Paragon's 'basic' power armour sold for explorers,mercenaries, militias and adventurers. Paragon packed enough basic gear intothese suits that the average explorer or adventurer has what they need althoughupgrading to a higher level suit is always better. Although only a micro-assistsuit, it does keep cost and weight down, which is used for all the extras thatis shoehorned under the armour plating. The suit looks like a slightly moreboxy suit of full plate armour from medieval times, only updated with currenttechnology and with the various pieces of equipment somewhat exposed fromrecessed ports. The visor is made of two parts, an armoured glass portion whichhas the HUD can slide up out of the way so the person can interact morepersonally. When combat is expected, an armoured panel slides down over theglass visor, completing the armoured knight look.</span></p><p><span style="font-family: 'Calibri'">Mounted on the right arm is a microtorch and a stun baton built into theknuckles, while a grappler tag with 100 ft of duracable mounted on the leftarm. There is a grappler tag with 200 ft of duracable built into the back toallow for hands free ascent or descent, which will allow for the arm unit to befree to extend reach by another 300 ft or attaching to something else.Integrated climbing equipment is also built into the arms and legs. A sootherpulse helps keep animals at bay, while a body function/health-alert system tiedinto an advanced medkit and 3 doses of antitox, neutrad and sporekill to aidthe user in case of injury or poisoning. For adverse environments, the suit hasa gas mask, environmental seal with 3 hours of air, and an aquaconverter forunderwater operations along with the suit's neutral buoyancy design. Externalair tanks can be added to extend the air supply. The computer system hasrecorders that'll handle up to 7 days worth of data collection plus anyinformation the user might download to the computer system. For other survivalgear, a mesh vest with dozens of pockets and hooks for attaching gear, plus aleft shoulder mounted flood light, digital binoculars and magnifying glass fordistance or up close viewing. Mounted in each leg is an armoured compartmentand one in the back to hold more sensitive cargo or gear. The legs haveenhanced servos which do increase the user's speed, but also enhance the user'sjumping ability.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Adventurer mk1 (PL6)</span></p><p><span style="font-family: 'Calibri'">Type: Micro-Assist Power armour</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +3</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Max Dex: +4</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -3</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 40 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 150 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 31</span></p><p><span style="font-family: 'Calibri'">Restriction: None</span></p><p><span style="font-family: 'Calibri'">Accessories: HUD (tied to all sensors, computer and other equipment),nanobeacon, blackout goggles, integrated survival suit (d20 future pg 69),integrated card computer with wireless connection, integrated advanced medkit,motion sensor, cellphone, professional radio, universal communicator,microtorch right arm, two grappler tags with duracable, 1 in left arm with 100ft, one mounted in back with 200 ft, soother pulse, integrated stun baton onright hand (designed into knuckles), environmentally sealed (3 hours lifesupport), aquaconverter, AV recorder, body function monitor/health-alert(monitors user's bodily functions and reports to command center, will alsoadminister drugs as needed and medkit), autoinjector containing 3 doses ofantitox, neutrad and sporekill each, mesh vest, integrated climbing gear, flashgoggles, shoulder mounted search light (200 ft range), gas mask, digitalbinoculars, digital magnifier, three cargo containers (one on each leg (20 lbssmall object each), one on lower back (up to medium object 30 lbs)), neutralbuoyancy, external speakers and mics, enhanced leg servos.</span></p><p><span style="font-family: 'Calibri'">Notes: +2 climb, 60 ft darkvision, Spot checks suffer -1 at 30 ft instead ofnormal 10 ft, Str considered +2 for purposes of carrying capacity, sense motion100 ft, +2 Fort against contaminated air before environmental seal kicks in,breathe underwater, enhanced leg servos provide +4 to jump checks (jumpingheight and distance not limited by character height) and double time beforeuser needs to make Fort save for extended or forced marching. Also functions asa survival suit but has duration of 12 hours.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p><span style="font-family: 'Calibri'">AdventurerMk2</span></p><p><span style="font-family: 'Calibri'">The Adventurer mk2 is Paragon's upgraded version of the original Adventurerarmour. Although only a micro-assist suit, it does keep cost and weight down,which is used for all the extras that is shoehorned under the armour plating.The suit looks like a slightly more boxy suit of full plate armour frommedieval times, only updated with current technology and with the variouspieces of equipment somewhat exposed from recessed ports. The visor is made oftwo parts, an armoured glass portion which has the HUD can slide up out of theway so the person can interact more personally. When combat is expected, anarmoured panel slides down over the glass visor, completing the armoured knightlook.</span></p><p><span style="font-family: 'Calibri'">Mounted on the right arm is a microtorch and a stun baton built into theknuckles, while a grappler tag with 100 ft of duracable mounted on the leftarm. There is a grappler tag with 200 ft of duracable built into the back toallow for hands free ascent or descent, which will allow for the arm unit to befree to extend reach by another 300 ft or attaching to something else.Integrated climbing equipment is also built into the arms and legs. A sootherpulse helps keep animals at bay, while a body function/health-alert system tiedinto an advanced medkit and 4 doses of antitox, neutrad and sporekill to aidthe user in case of injury or poisoning. For adverse environments, the suit hasa gas mask, environmental seal with 4 hours of air, and an aquaconverter forunderwater operations along with the suit's neutral buoyancy design. Externalair tanks can be added to extend the air supply. The computer system hasrecorders that'll handle up to 7 days worth of data collection plus anyinformation the user might download to the computer system. For other survivalgear, a mesh vest with dozens of pockets and hooks for attaching gear, plus aleft shoulder mounted flood light, digital binoculars and magnifying glass fordistance or up close viewing. Mounted in each leg is an armoured compartmentand one in the back to hold more sensitive cargo or gear. The legs haveenhanced servos which do increase the user's speed, but also enhance the user'sjumping ability. In addition to the original systems of the mk1, the mk2 alsohas a few built in weapons that was developed for the Steel Armour, giving theAdventurer mk2 far more versatility and survivability with the ability todefend itself. The left hand contains a beam/pulse weapon system, while theright arm has a retractable high frequency blade. Along the forearms, shins andalong the spine several small blades can be deployed which can be used againstgrappling opponents and can also be used to slow one's decent if falling down ahill and further aid in climbing. The legs also contain enhanced motivators forjumping. The entire suit is also coated in a chemically inert substance whichneutralizes any acidic or other corrosive materials, in the event of beingswallowed by large creatures, or environments with highly acidic atmospheres.All the sensors have enhanced range over the mk1, and includes mini geocomp,electricomp and mechanicomp sensors, and a miniature toolkit (functions as abasic electrical and mechanical tool kits)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Adventurer mk2 (PL6)</span></p><p><span style="font-family: 'Calibri'">Type: Micro-Assist Power armour</span></p><p><span style="font-family: 'Calibri'">Equipment Bonus: +4</span></p><p><span style="font-family: 'Calibri'">Nonprof. Bonus: +1</span></p><p><span style="font-family: 'Calibri'">Str Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Nonprof Str Bonus: +2</span></p><p><span style="font-family: 'Calibri'">Max Dex: +4</span></p><p><span style="font-family: 'Calibri'">Armour Penalty: -3</span></p><p><span style="font-family: 'Calibri'">Speed (30 ft): 40 ft</span></p><p><span style="font-family: 'Calibri'">Weight: 175 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 32</span></p><p><span style="font-family: 'Calibri'">Restriction: None</span></p><p><span style="font-family: 'Calibri'">Accessories: HUD (tied to all sensors, computer and other equipment),nanobeacon, blackout goggles, integrated survival suit (d20 future pg 69),integrated card computer with wireless connection, integrated advanced medkit,motion sensor, cellphone, professional radio, universal communicator,microtorch right arm, two grappler tags with duracable, 1 in left arm with 100ft, one mounted in back with 200 ft, soother pulse, integrated stun baton onright hand (designed into knuckles), environmentally sealed (4 hours life support),aquaconverter, AV recorder, body function monitor/health-alert (monitors user'sbodily functions and reports to command center, will also administer drugs asneeded and medkit), autoinjector containing 4 doses of antitox, neutrad andsporekill each, mesh vest, integrated climbing gear, flash goggles, shouldermounted search light (200 ft range), gas mask, digital binoculars, digitalmagnifier, three cargo containers (one on each leg (20 lbs small object each),one on lower back (up to medium object 30 lbs)), neutral buoyancy, externalspeakers and mics, enhanced leg servos, deployable spikes, retractable highfrequency sword right arm, beam/pulse weapon left hand, chemically inertcoating, miniature geo-, electri-mechani-comp sensors, miniature toolkit(functions as basic electrical and mechanical tool kits mounted in botharms.</span></p><p><span style="font-family: 'Calibri'">Notes: +2 climb +3 with spikes deployed, 70 ft darkvision, Spot checks suffer-1 at 30 ft instead of normal 10 ft, Str considered +2 for purposes of carryingcapacity, sense motion 125 ft, +2 Fort against contaminated air beforeenvironmental seal kicks in, breathe underwater, enhanced leg servos provide +6to jump checks (jumping height and distance not limited by character height)and double time before user needs to make Fort save for extended or forcedmarching. Also functions as a survival suit but has duration of 24 hours,immunity to acid, +2 to Balance or Reflex checks to slow a fall when spikesdeployed, when spikes deployed opponents grappling the user take 1d4 points ofdamage, +2 to Search for electrical or mechanical devices, +1 toRepair.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Beam/Pulse Weapon</span></p><p><span style="font-family: 'Calibri'">Built into the left palm is a beam pulse weapon that can be used as a laserrifle (3d8, 20, fire, 100 ft, s) or a plasma carbine (3d10, 20, fire, 50 ft,s/a), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 15). This weaponhas 50 charges, which replenishes at a rate of 1 charge for every minute ofinactivity. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">High Frequency Sword</span></p><p><span style="font-family: 'Calibri'">Mounted in the right arm is a retractable high frequency sword, 2d6, 20x2,slashing damage. Can be deployed as a move equivalent action, if the user hasQuick Draw feat, as a free action.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Deployable Spikes</span></p><p><span style="font-family: 'Calibri'">Mounted on the forearms, shins and along the spine of the armour, there are anumber of blades which can be used against opponents grappling the user, or asa means to aid in slowing down his/her decent if they happen to fall. Thespikes deploy by voice command, or automatically as the sensors detect the suitbeing squeezed in a grapple.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Chemically Inert Coating</span></p><p><span style="font-family: 'Calibri'">The Adventurer mk2 is completely coated in a chemically inert coating whichneutralizes corrosive substances, granting acid immunity to the user. </span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6796545, member: 6668634"] Paragon Corp. Paragon Corp is a company that deals with high tech systems, from weapons, armour, sensors and other technologies, and combines them into gadgets, suits and vehicles that resemble fictional ones, such as from comic books, movies and novels. They also have some biological enhancements available, but technological enhancements are more their specialty. Paragon caters more to mercenaries, private militias, adventurers, vigilantes and even criminals. Having a 'don't ask, don't tell' policy, along with also allowing a client to pay a premium fee to have no other clients using the same exact designs as theirs. Although Paragon has a loophole policy to allow them to circumvent this slightly, without breaching the promise to the paying clients. They simply redesign the technology or device, or use another method of getting similar effect. Although they never sell aesthetic designs to multiply clients if they pay the premium for exclusivity of the design. Paragon Corp is well known for some of its unique designs and use of technology to make what many would consider gimmicky devices, but many of these devices are well coveted by those wanting unique or easily disguised items. Paragon doesn't have any planetary facilities that anyone knows about. There are several ships that they use as mobile stores, where they can also assemble many products, except products that are on the scale of capital ships of larger than corvette classes. Juggernaut Suit The juggernaut is based on the fictional character Juggernaut, an unstoppable force in motion. Using experimental technology designed for construction equipment, heavy armour and enhanced servos, the juggernaut is a heavy suit of power armour that is well armoured, survives significant damage, and above all, keeps moving, albeit not quickly. Making use of gravity anchors for stability and making the armour difficult to be lifted or knocked over, and an experimental inertial field generator is installed. The inertial field generator takes what inertia the suit generates and magnifies it, but also reduces the inertia of something attempting to strike the armour. The concept behind the inertia field generator was originally to increase the kinetic energy of a bulldozer by increasing the inertia without having to increase the weight, allowing it to move more weight for less power. The juggernaut uses this ability to keep moving through obstacles and barriers. The armour is fairly bulky and well reinforced, standing a good 8.5 feet, and is wide, with thick arms and legs. Paragon Corp has only produced a handful of these suits Juggernaut Suit (PL7/8) Type: Powered Armour Equipment Bonus: +10 Nonprof. Bonus: +4 Str Bonus: +6 Nonprof Str Bonus: +3 Max Dex: 0 Armour Penalty: -6 Speed (30 ft): 20 ft Weight: 400 lbs Purchase DC: 56 Restriction: Illegal/Extremely Rare +6 Accessories: HUD projected on visor with voice activation and attached keyboard on left arm under armoured plate, GPS, motion sensors, military radio, environmentally sealed, 2 hour oxygen supply, air filters, EMP and NBC shielding, blackout goggles, cellular phone with signal jumper (DC +10 to trace signal), water container with internal access (holds 2 days worth of water), digital audio/video recorder, PDA style computer (tied to comm systems and other suit systems), digital binocular in visor, two armoured storage compartments can hold up to medium size object each, weighing no more than 30 lbs. All systems tied to HUD for display and diagnostics. Notes: Acts as Large size for grapple checks and bull rushes adding +4 size bonus. Deals 2d6 damage on a bull rush or overrun. Plated fits deal 1d8 + Str bludgeoning slam, considered armed, suit grants DR 10. When making an unarmed melee attack or ramming against inanimate objects or vehicles, ignores 10 points of hardness/DR. Physical attacks against the suit are reduced by half as they pass through the inertia field. This includes melee weapons, ballistic weapons, rockets, missiles, grenades that deal concussive, slashing and explosives. Can smash through barriers in a bull rush or over run attempt without stopping if ability to ignore hardness/DR is equal or greater than barriers, and has enough movement to continue moving, provided deals enough damage to overcome thickness of barrier. If barrier's hardness/DR is greater, or doesn't deal enough damage to break through, next round if the user strikes the barrier again, completely ignores any hardness/DR as barrier's integrity is already compromised. Suit does not count towards user's carrying capacity, can lift and drag 4 times carrying capacity and considered 1 size larger (total of 6 times normal carrying capacity), and heavy load is considered medium, medium considered light. Any time the user would need to make a Strength related check, such as grapple, bull rush, overrun or opposed Str check as well as melee attacks, and the user moves, add +2 for every 10 feet of speed to the check and any damage. So when charging at x2 speed, for a total of 40 ft, gains +8 to the check plus to any damage dealt. [HR][/HR] [FONT=Calibri]AdventurerMk1 The Adventurer mk1 is Paragon's 'basic' power armour sold for explorers,mercenaries, militias and adventurers. Paragon packed enough basic gear intothese suits that the average explorer or adventurer has what they need althoughupgrading to a higher level suit is always better. Although only a micro-assistsuit, it does keep cost and weight down, which is used for all the extras thatis shoehorned under the armour plating. The suit looks like a slightly moreboxy suit of full plate armour from medieval times, only updated with currenttechnology and with the various pieces of equipment somewhat exposed fromrecessed ports. The visor is made of two parts, an armoured glass portion whichhas the HUD can slide up out of the way so the person can interact morepersonally. When combat is expected, an armoured panel slides down over theglass visor, completing the armoured knight look. Mounted on the right arm is a microtorch and a stun baton built into theknuckles, while a grappler tag with 100 ft of duracable mounted on the leftarm. There is a grappler tag with 200 ft of duracable built into the back toallow for hands free ascent or descent, which will allow for the arm unit to befree to extend reach by another 300 ft or attaching to something else.Integrated climbing equipment is also built into the arms and legs. A sootherpulse helps keep animals at bay, while a body function/health-alert system tiedinto an advanced medkit and 3 doses of antitox, neutrad and sporekill to aidthe user in case of injury or poisoning. For adverse environments, the suit hasa gas mask, environmental seal with 3 hours of air, and an aquaconverter forunderwater operations along with the suit's neutral buoyancy design. Externalair tanks can be added to extend the air supply. The computer system hasrecorders that'll handle up to 7 days worth of data collection plus anyinformation the user might download to the computer system. For other survivalgear, a mesh vest with dozens of pockets and hooks for attaching gear, plus aleft shoulder mounted flood light, digital binoculars and magnifying glass fordistance or up close viewing. Mounted in each leg is an armoured compartmentand one in the back to hold more sensitive cargo or gear. The legs haveenhanced servos which do increase the user's speed, but also enhance the user'sjumping ability. Adventurer mk1 (PL6) Type: Micro-Assist Power armour Equipment Bonus: +3 Nonprof. Bonus: +1 Str Bonus: +2 Nonprof Str Bonus: +2 Max Dex: +4 Armour Penalty: -3 Speed (30 ft): 40 ft Weight: 150 lbs Purchase DC: 31 Restriction: None Accessories: HUD (tied to all sensors, computer and other equipment),nanobeacon, blackout goggles, integrated survival suit (d20 future pg 69),integrated card computer with wireless connection, integrated advanced medkit,motion sensor, cellphone, professional radio, universal communicator,microtorch right arm, two grappler tags with duracable, 1 in left arm with 100ft, one mounted in back with 200 ft, soother pulse, integrated stun baton onright hand (designed into knuckles), environmentally sealed (3 hours lifesupport), aquaconverter, AV recorder, body function monitor/health-alert(monitors user's bodily functions and reports to command center, will alsoadminister drugs as needed and medkit), autoinjector containing 3 doses ofantitox, neutrad and sporekill each, mesh vest, integrated climbing gear, flashgoggles, shoulder mounted search light (200 ft range), gas mask, digitalbinoculars, digital magnifier, three cargo containers (one on each leg (20 lbssmall object each), one on lower back (up to medium object 30 lbs)), neutralbuoyancy, external speakers and mics, enhanced leg servos. Notes: +2 climb, 60 ft darkvision, Spot checks suffer -1 at 30 ft instead ofnormal 10 ft, Str considered +2 for purposes of carrying capacity, sense motion100 ft, +2 Fort against contaminated air before environmental seal kicks in,breathe underwater, enhanced leg servos provide +4 to jump checks (jumpingheight and distance not limited by character height) and double time beforeuser needs to make Fort save for extended or forced marching. Also functions asa survival suit but has duration of 12 hours. [/FONT] [HR][/HR] [FONT=Calibri]AdventurerMk2 The Adventurer mk2 is Paragon's upgraded version of the original Adventurerarmour. Although only a micro-assist suit, it does keep cost and weight down,which is used for all the extras that is shoehorned under the armour plating.The suit looks like a slightly more boxy suit of full plate armour frommedieval times, only updated with current technology and with the variouspieces of equipment somewhat exposed from recessed ports. The visor is made oftwo parts, an armoured glass portion which has the HUD can slide up out of theway so the person can interact more personally. When combat is expected, anarmoured panel slides down over the glass visor, completing the armoured knightlook. Mounted on the right arm is a microtorch and a stun baton built into theknuckles, while a grappler tag with 100 ft of duracable mounted on the leftarm. There is a grappler tag with 200 ft of duracable built into the back toallow for hands free ascent or descent, which will allow for the arm unit to befree to extend reach by another 300 ft or attaching to something else.Integrated climbing equipment is also built into the arms and legs. A sootherpulse helps keep animals at bay, while a body function/health-alert system tiedinto an advanced medkit and 4 doses of antitox, neutrad and sporekill to aidthe user in case of injury or poisoning. For adverse environments, the suit hasa gas mask, environmental seal with 4 hours of air, and an aquaconverter forunderwater operations along with the suit's neutral buoyancy design. Externalair tanks can be added to extend the air supply. The computer system hasrecorders that'll handle up to 7 days worth of data collection plus anyinformation the user might download to the computer system. For other survivalgear, a mesh vest with dozens of pockets and hooks for attaching gear, plus aleft shoulder mounted flood light, digital binoculars and magnifying glass fordistance or up close viewing. Mounted in each leg is an armoured compartmentand one in the back to hold more sensitive cargo or gear. The legs haveenhanced servos which do increase the user's speed, but also enhance the user'sjumping ability. In addition to the original systems of the mk1, the mk2 alsohas a few built in weapons that was developed for the Steel Armour, giving theAdventurer mk2 far more versatility and survivability with the ability todefend itself. The left hand contains a beam/pulse weapon system, while theright arm has a retractable high frequency blade. Along the forearms, shins andalong the spine several small blades can be deployed which can be used againstgrappling opponents and can also be used to slow one's decent if falling down ahill and further aid in climbing. The legs also contain enhanced motivators forjumping. The entire suit is also coated in a chemically inert substance whichneutralizes any acidic or other corrosive materials, in the event of beingswallowed by large creatures, or environments with highly acidic atmospheres.All the sensors have enhanced range over the mk1, and includes mini geocomp,electricomp and mechanicomp sensors, and a miniature toolkit (functions as abasic electrical and mechanical tool kits) Adventurer mk2 (PL6) Type: Micro-Assist Power armour Equipment Bonus: +4 Nonprof. Bonus: +1 Str Bonus: +2 Nonprof Str Bonus: +2 Max Dex: +4 Armour Penalty: -3 Speed (30 ft): 40 ft Weight: 175 lbs Purchase DC: 32 Restriction: None Accessories: HUD (tied to all sensors, computer and other equipment),nanobeacon, blackout goggles, integrated survival suit (d20 future pg 69),integrated card computer with wireless connection, integrated advanced medkit,motion sensor, cellphone, professional radio, universal communicator,microtorch right arm, two grappler tags with duracable, 1 in left arm with 100ft, one mounted in back with 200 ft, soother pulse, integrated stun baton onright hand (designed into knuckles), environmentally sealed (4 hours life support),aquaconverter, AV recorder, body function monitor/health-alert (monitors user'sbodily functions and reports to command center, will also administer drugs asneeded and medkit), autoinjector containing 4 doses of antitox, neutrad andsporekill each, mesh vest, integrated climbing gear, flash goggles, shouldermounted search light (200 ft range), gas mask, digital binoculars, digitalmagnifier, three cargo containers (one on each leg (20 lbs small object each),one on lower back (up to medium object 30 lbs)), neutral buoyancy, externalspeakers and mics, enhanced leg servos, deployable spikes, retractable highfrequency sword right arm, beam/pulse weapon left hand, chemically inertcoating, miniature geo-, electri-mechani-comp sensors, miniature toolkit(functions as basic electrical and mechanical tool kits mounted in botharms. Notes: +2 climb +3 with spikes deployed, 70 ft darkvision, Spot checks suffer-1 at 30 ft instead of normal 10 ft, Str considered +2 for purposes of carryingcapacity, sense motion 125 ft, +2 Fort against contaminated air beforeenvironmental seal kicks in, breathe underwater, enhanced leg servos provide +6to jump checks (jumping height and distance not limited by character height)and double time before user needs to make Fort save for extended or forcedmarching. Also functions as a survival suit but has duration of 24 hours,immunity to acid, +2 to Balance or Reflex checks to slow a fall when spikesdeployed, when spikes deployed opponents grappling the user take 1d4 points ofdamage, +2 to Search for electrical or mechanical devices, +1 toRepair. Beam/Pulse Weapon Built into the left palm is a beam pulse weapon that can be used as a laserrifle (3d8, 20, fire, 100 ft, s) or a plasma carbine (3d10, 20, fire, 50 ft,s/a), or as a plasma flamethrower (2d10, 30 ft cone Reflex DC 15). This weaponhas 50 charges, which replenishes at a rate of 1 charge for every minute ofinactivity. High Frequency Sword Mounted in the right arm is a retractable high frequency sword, 2d6, 20x2,slashing damage. Can be deployed as a move equivalent action, if the user hasQuick Draw feat, as a free action. Deployable Spikes Mounted on the forearms, shins and along the spine of the armour, there are anumber of blades which can be used against opponents grappling the user, or asa means to aid in slowing down his/her decent if they happen to fall. Thespikes deploy by voice command, or automatically as the sensors detect the suitbeing squeezed in a grapple. Chemically Inert Coating The Adventurer mk2 is completely coated in a chemically inert coating whichneutralizes corrosive substances, granting acid immunity to the user. [/FONT] [/QUOTE]
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