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<blockquote data-quote="kronos182" data-source="post: 6905755" data-attributes="member: 6668634"><p>LTB L3</p><p></p><p>After years of financial success of selling cheap, and sometimes not safe equipment in the beginning, Less Than A Buck has stepped up their manufacturing standards. They still produce the lower quality L1 and L2s, and similar products, but after surprising successes of the Jeb and its other vehicles and the quality of them, the company wanted to produce weapons of similar quality.</p><p>The L3 is a noticeable step up from the old L1 and L2s, but still lower quality compared to other major companies producing lasers. The long, lean slim rectangular bullpup design is still made of plastic, but higher quality than its predecessors, with a long rail on top for mounting a variety of scopes. The handle and trigger is protected with a guard. Mounted on the underside is a rail for underweapon attachments, bayonets or lights. Two additional features not seen with any LTB products is a variable power level and an optional barrel extension for adding range.</p><p></p><p>LTB L3 (PL6)</p><p>Damage: 3d6</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 60 ft</p><p>Rate of Fire: S, A</p><p>Size: Medium</p><p>Weight: 8 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 18</p><p>Notes: Variable Power, Scope Mount, Underbarrel weapon Mount, Optional Barrel attachment.</p><p></p><p>Variable Power - The user can change the power level of the L3 with a simple thumb dial, changing the damage to 1d6, 2d6 or the standard 3d6. Each step down in damage increases range by 10 feet.</p><p>Scope Mount - The L3 has a rail on the top to mount any standard scope.</p><p>Underbarrel Weapon Mount - Can mount most standard underbarrel attachments from lights, bayonets and single shot grenade launchers.</p><p>Optional Barrel Attachment - LTB has designed a special barrel attachment that easily mounts to the barrel of the L3, that includes a series of focusing chambers to increase the range increment of the L3 to 100 ft, but drops the damage down to 3d4. The variable power can still be used, with the damage changed to 1d4, 2d4 and 3d4, with each decrease in damage increasing the range by 20 feet instead of 10. PDC of Barrel Attachment 8. Changes size of the L3 to Large, takes a move action to attach or remove the barrel.</p><p></p><p></p><p>[HR][/HR]</p><p></p><p>Climbsuit</p><p>The climbsuit is a special form of armour that assists the wearer in climbing, especially when traveling along smooth modern materials. The suit consists of knee and elbow pads plus gloves covered in SureGrip, a substance designed to stick to smooth surfaces. It also includes a high-impact helmet and kevlar plates and equipment harness.</p><p>A character wearing a climbsuit gains a +3 equipment bonus to all Climb checks. It is also possible to climb a perfectly smooth, flat surface with a Climb check (DC 30). The suit makes falling much less likely-a character has to fail a Climb check by 10, rather than 5, to fall.</p><p>The features of a climbsuit (the pieces covered in SureGrip) can be added to a set of nonpowered armour. Armour modified in this way provides only a +2 equipment bonus to Climb checks (instead of the normal +3), but otherwise functions as a normal climbsuit. Other functions of the modified armour remain unchanged. To make this modification, add the price of a climbsuit to all other costs involved in the modifications.</p><p></p><p>Climbsuit (Late PL5/Early PL6)</p><p>Type: Light</p><p>Equipment Bonus: +1</p><p>Nonprof. Bonus: +1</p><p>Max Dex: +5</p><p>Armour Penalty: 0</p><p>Speed (30 ft): 30 ft</p><p>Weight: 5.5 lbs</p><p>Purchase DC: 19</p><p>Restriction: </p><p>Notes: Provides +3 equipment bonus to Climb checks, which also require a failure by 10 to fall rather than 5.</p><p></p><p>[HR][/HR]</p><p></p><p>Taser shield (PL5)</p><p>These riot shields are upgraded with built in potent stun guns for use in riots where high resistance is expected. Later versions have variable settings for use in species that have higher resistance than humans. The shield looks like a normal transparent plastic polymer shield, but with reinforcing metal running along the edges and down the center. The metal parts contain the studs for the stun gun. Where it straps to the arm is a handle for the user to maintain a firm grip and angling of the shield. The handle contains the safety for the stun guns and the power supply. The stun gun is discharged upon contact, usually in the form of a shield bash, or when engaged in melee combat.</p><p>Taser Shield (PL5)</p><p>Type: Shield</p><p>Equipment Bonus: +3</p><p>Nonprof. Bonus: +1</p><p>Max Dex: -</p><p>Armour Penalty: -1</p><p>Speed (30 ft): -</p><p>Weight: 5</p><p>Purchase DC: 11</p><p>Restriction: Res (+2)</p><p>Notes: Contains a stun gun, transparent.</p><p>Stun gun 1d4, 20, electricity, melee, 10 charges. Fort save DC 15 or be paralyzed for 1d6 rounds.</p><p></p><p>Higher PL Versions</p><p>PL6 Taser Shield: add variable charge, but does not become unstable after 3 rounds of priming, instead if starts to step down at the same rate it was primed. For each round primed, the Fort DC increases by +2 and increase rounds paralyzed by +1, has 50 charges. PDC 12 Res +2</p><p>PL7 Taser Shield: same as PL6 version, only damage is stepped up to d6 instead of d4, Fort DC is increased by +2. The stun gun can target one target up to 20 feet away as a ranged touch attack, but uses 2 charges. PDC 13 Res +2</p><p>PL8+ Taser Shield: Increase Fort DC by +2 for each PL of 8 and higher, increase die type by 1, add one extra die at PL8 and one for each PL above, increase the range by 10 feet for PL8 and above. PDC 13 +1/PL above 8.</p><p></p><p>[HR][/HR]</p><p></p><p>Cloaks</p><p></p><p>Polymeric Cloak (Late PL6/7)</p><p>This cloak is made from common or more stylish clothes, with thin strips of polymeric armour, similar to that used in mech, vehicle and starship armour, only much thinner. Many diplomats and royalty purchase these cloaks as they provides some protection without encumbering them or having to wear a full suit of armour. The cloak is usually designed with a hood and covers the body down to below the knees and can be pulled closed around the wearer. The cloak provides a +1 armour bonus when pulled closed, or +1 shield bonus when open. If the user fights defensively with the cloak open, draping part of it over their arm, the user gains a +2 shield bonus instead.</p><p>Weight: 10 lb.</p><p>PDC: 16</p><p>Res: Restricted (+2)</p><p></p><p>Glide Cloak (PL6)</p><p>This cloak has a harness that is strapped around the upper torso and shoulders. It appears as any common cloak and comes in a number of colours and is always made to be at least knee length. Along the outer edge, but on the inside of each side is a set of handles that make it easy to close or wave the side of the cloak. In the harness is a small battery and altimeter. There is a small recessed button on each handle and on the harness. When any one of these buttons is pressed, the battery sends a small electric charge into the fabric of the cloak, which is actually a metafabric, and it reshapes and stiffens to form a personal glider. The glider is fairly easy to use, with the handles in a position that is comfortable for most people, allowing for fairly easy change of direction. The altimeter is designed to automatically deploy the glider if the user falls more than 30 feet. To remove the chance of the glider deploying accidently when the user is in an aircraft, the altimeter is designed with a proximity sensor in the bottom of the cloak rim so when there's no floor below the user, the altimeter prepares to deploy the glider.</p><p>Weight: 11 lb.</p><p>PDC: 15</p><p>Restriction: None</p><p></p><p>Vanadium Cloak (PL6/7)</p><p>The vanadium cloak is similar to the polymeric cloak, only it is designed for combat, usually coming in matte black or various camouflage colouring. The cloak also has sleeves which allow it to be worn more like a robe to provide more protection. It provides all the benefits of the polymeric cloak, but in addition, when it is closed around the user, such as when worn as a robe with the user's arms through the sleeves, it provides a +1 Reflex bonus against explosives or weapons that allow a Reflex save (blast, line or cone effects such as grenades or flamethrowers). The armour bonus to Defense stacks with any armour worn underneath. Also when worn closed, the cloak provides the user with the benefits of light fortification, with a 25% chance to of critical hits being turned into normal hits.</p><p>Weight: 13 lb.</p><p>PDC: 20</p><p>Restriction: Military (+3)</p><p></p><p>Deflect Cloak (PL6/7)</p><p>This cloak with hood usually has a metallic look to its cloth. The cloth is impregnated with ceramic tiles and other reflective material, allowing it to reflect heat and energy. While worn, the user gains a +1 Deflection bonus to Defense against energy attacks (such as lasers, plasma, ion, fire, etc), but not acid, sonic or cold damage. Also built throughout the cloak is a cooling unit, which can help keep the wearer cool in hot environments, functioning like a survival suit when drawn closed for about 8 hours. When pulled close, with the hood up and pulled closed as well, and a control activated, the wearer gains fire resistance 5 (works against lasers, normal fire, plasma weapons) for 1 minute (10 rounds) (similar to Batman's cap in one of the original Batman movies), useable 5 times a day, but require a minute between uses. The batteries in the cloak will allow the cloak to function for about 4 days before requiring recharging, using a universal adaptor for most power outlets, taking about 2 hours to recharge fully.</p><p>Weight: 7 lb.</p><p>PDC: 18</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Combat Frames</p><p>Combat frames are exoskeleton pieces of armour, or full suits of armour that enhances the user and provides protection. Combat frames can be used on individual arms, paired legs or the torso, or used in combinations.</p><p></p><p>Body Part Frames</p><p>Each body part frame encloses one limb or torso in an armoured sleeve filled with sensors and force feedback devices. In addition to enhancing the wearer's strength (and nullifying its weight), a frame's casing provides some armour. Combat frames can deflect blows and shots, but intentional strikes to their joints or exposed elements allow them to be damaged. Therefore, while shots that are deflected due to its armour cause no damage, each frame can be attacked using the normal rules for attacking an object. When a combat frame is destroyed, it is no longer considered weightless for encumbrance purposes.</p><p>Frames are purchased in standard sizes. They can not be transferred to another wearer with no more than a 3" height difference or 20 lb. weight difference from the original user. After 8 hours of continuous use, any combat frame requires an hour to recharge.</p><p></p><p>Arm</p><p>An arm frame includes the sleeve itself along with straps to brace any load across both shoulders.</p><p>Benefit: The arm frame adds a +2 equipment bonus to Strength with using that arm, except when it comes to lifting and carrying loads. If the wearer also has a torso frame, the Strength bonus does apply to lifting and carrying loads. The user now has enough of a supporting exoskeleton to allow it.</p><p>Two arm frames do not double the wearer's Strength bonus. The traits below apply to a single arm frame.</p><p>Defense Bonus: +1</p><p>Armour Check: 0</p><p>Hardness/Hit Points: 5/10</p><p>Weight: 10 lbs</p><p>Purchase DC: 20</p><p></p><p>Leg</p><p>Leg frames are normally purchased in pairs. They include a supporting harness for the wearer's hips.</p><p>Benefit: A pair of leg frames adds a +2 equipment bonus to Strength for lifting, carrying and 10 feet to his or her base movement. Single legs provide no advantage.</p><p>Defense Bonus: +1; +2 for a pair.</p><p>Armour Check Penalty: -2 for one or both legs.</p><p>Hardness/Hit Points: 5/10</p><p>Weight: 15 lbs for each leg.</p><p>Purchase DC: 22 each; 26 per pair.</p><p></p><p>Torso</p><p>A torso frame includes a harness and servomotors that redistribute weight to the wearer's upper arms and upper legs. These bracing points connect the torso frame to the user's arms and leg frames.</p><p>Benefit: A torso frame allows the wearer to bear loads as if he or she is one size category larger. In addition, if the wearer also wears arm and/or leg frames, he or she may add an additional +2 to Strength bonus provided by other frames.</p><p>Defense Bonus: +3</p><p>Armour Check Penalty: -2</p><p>Hardness/Hit Points: 5/10</p><p>Weight: 20 lbs</p><p>Purchase DC: 22</p><p></p><p>Combined Frames</p><p>When worn together, combat frames combine their bonuses to Defense and Strength. They also combine armour check penalties. The following chart summarizes the combinations and bonuses.</p><p>[TABLE="width: 400"]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Combined Frames</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Defense Bonus</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Strength Bonus</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">Armour Check Penalty</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">One Arm and Torso*</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+3</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+4</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">-2</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">One Arm and Both Legs*</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+3</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+4</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">-2</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Both Arms and Torso</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+4</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+4</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">-2</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Both Arms and Both Legs</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+4</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+4</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">-2</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">One Arm, Both Legs and Torso*</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+5</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+6</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">-4</span>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD] <span style="font-family: 'Calibri'">Both Arms, Both Legs and Torso</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+6</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">+6</span>[/TD]</p><p>[TD] <span style="font-family: 'Calibri'">-4</span>[/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p></p><p></p><p></p><p>*Reduce the Strength by 2 when using the arm that isn't covered by a combat frame.</p><p></p><p>Integrated Combat Frames</p><p>Characters may purchase integrated frames that includes both arms, both legs and the torso. The parts of an integrated frame are designed to work together. This adds an additional +2 bonus to the wearer's Defense compared to frames that are combined piecemeal. The frame can still be broken down into its component pieces.</p><p></p><p>Benefit: The wearer can carry loads as if he or she is one size category larger. His or her base movement increased by 10 feet.</p><p>Defense Bonus: +8</p><p>Armour Check Penalty -4</p><p>Hardness/Hit Points: As per components</p><p>Weight: 70 lbs</p><p>Purchase DC: 32</p><p></p><p>Combat Frames can make use of many armour and some modified cybernetic gadgets.</p><p></p><p>Extra Armour</p><p>This gadget adds an extra layer of armour to a combat frame. Add 1 point to the armour bonus of one body part frame. You may add no more than an additional +1 to an arm or leg frame or +2 to a torso frame.</p><p>PDC Modifier: +2 per +1 armour bonus.</p><p>Restriction: Combat frames only.</p><p></p><p>Speed: Added to two leg frames, this gadget increases the wearer's base speed by an additional 10 feet, for a total bonus of 20 feet to the user's movement.</p><p>PDC Modifier: +4</p><p>Restriction: Must be bought once for each leg frame (the bonus speed does not increase any more than an additional 10 feet) or once for an integrated combat frame only.</p><p></p><p></p><p>Specific Frames</p><p></p><p>Gauntlet (Arm Frame)</p><p>The Gauntlet is an oversized arm frame, granting enhanced melee capabilities, enhanced strength for the arm it is on, and has limited ranged capabilities. </p><p>Benefit: +4 Strength to arm worn on, usually right arm, Deflection Field, Energy Bolts, Ranged Fist, Slam, Charged Slam.</p><p>Defense Bonus: +1 arm, +2 Deflection from Deflection Field</p><p>Armour Check Penalty: -1</p><p>Hardness/Hit Points: 5/11</p><p>Weight: 12 lbs</p><p>Purchase DC: 26</p><p>Deflection Field: When activated, the Gauntlet produces an invisible field that surrounds the wearer to deflect projectiles and energy blasts, only effective against range attacks. When it deflects an attack, the field flashes green at the point of impact. The field is not available when using the energy bolts, ranged fist or charged slam.</p><p>Energy Bolts: From a recessed port on the back of the hand, the Gauntlet can fire bolts of energy that deal 3d4 points of unspecific energy damage, 30 feet range increment, with a 60 shot capacity. The energy can recharge slowly, 1 shot every 5 minutes, or a power pack can be fitted into a slot on the underside of the forearm for 50 shots.</p><p>Ranged Fist: Using a type of force field and tractor beam type technology, a green fist like field can extend from the Gauntlet, acting just like an oversized fist. This allows the user to manipulate things up to 50 feet away, however it lacks a lot of sensitivity, with a -5 penalty to all Dexterity checks. The fist has an effective Strength of 16, and can strike a target for 2d4 points of force damage.</p><p>Slam: With the Gauntlet equipped arm, the user can make a slam attack dealing 1d8 points of damage plus Strength modifier.</p><p>Charged Slam: The user can energize the surface of the Gauntlet for greater damage. Using one charge for the energy bolt, the user can deal an extra 3d4 points of energy damage.</p><p></p><p>Flame Foot (Paired Leg Frames)</p><p>This pair of leg frames are tinted red, use more heat resistant ceramics in their construction. The Flame Foot grants the user resistance to fire, limited flight capability with the use of miniature plasma jets built into the legs, and can leave a trail of flames around the user that makes approaching him or her hazardous to all foes.</p><p>Benefit: +2 equipment bonus to Strength and 10 feet to his or her base movement with both legs functioning, 60 ft flight, Fire resistance 5, Burn</p><p>Defense Bonus: +1; +2 for a pair.</p><p>Armour Check Penalty: -2 for one or both legs.</p><p>Hardness/Hit Points: 5/12</p><p>Weight: 17 lbs for each leg.</p><p>Purchase DC: 28 per pair.</p><p>Flight: The plasma jets built into the bottom of the feet and legs allows the user to fly at a speed of 60 feet with poor maneuverability. There is enough power to provide up to 2 hours of flight time without shortening the standard 8 hour operation time of the leg frames. However, flight time can be extended by 10 minutes for every 30 minutes of operation time transferred to the plasma jets.</p><p>Fire Resistance: The material of the leg frames protect them from the plasma jets, but the frame also projects a containment field around the user to help aid against fire attacks. This functions as long as the frame has power.</p><p>Burn: As a special attack, the user can use the plasma jets to release a powerful burst of plasma that sets the surrounding ground, in a 10 foot radius centered on the user, on fire that burns for 1d4+1 rounds. Anyone other than the user of the Flame Foot, that steps within this burning area suffers 1d8+2 points of fire damage.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6905755, member: 6668634"] LTB L3 After years of financial success of selling cheap, and sometimes not safe equipment in the beginning, Less Than A Buck has stepped up their manufacturing standards. They still produce the lower quality L1 and L2s, and similar products, but after surprising successes of the Jeb and its other vehicles and the quality of them, the company wanted to produce weapons of similar quality. The L3 is a noticeable step up from the old L1 and L2s, but still lower quality compared to other major companies producing lasers. The long, lean slim rectangular bullpup design is still made of plastic, but higher quality than its predecessors, with a long rail on top for mounting a variety of scopes. The handle and trigger is protected with a guard. Mounted on the underside is a rail for underweapon attachments, bayonets or lights. Two additional features not seen with any LTB products is a variable power level and an optional barrel extension for adding range. LTB L3 (PL6) Damage: 3d6 Critical: 20 Damage Type: fire Range Increment: 60 ft Rate of Fire: S, A Size: Medium Weight: 8 lbs Ammo: 50 box Purchase DC: 18 Notes: Variable Power, Scope Mount, Underbarrel weapon Mount, Optional Barrel attachment. Variable Power - The user can change the power level of the L3 with a simple thumb dial, changing the damage to 1d6, 2d6 or the standard 3d6. Each step down in damage increases range by 10 feet. Scope Mount - The L3 has a rail on the top to mount any standard scope. Underbarrel Weapon Mount - Can mount most standard underbarrel attachments from lights, bayonets and single shot grenade launchers. Optional Barrel Attachment - LTB has designed a special barrel attachment that easily mounts to the barrel of the L3, that includes a series of focusing chambers to increase the range increment of the L3 to 100 ft, but drops the damage down to 3d4. The variable power can still be used, with the damage changed to 1d4, 2d4 and 3d4, with each decrease in damage increasing the range by 20 feet instead of 10. PDC of Barrel Attachment 8. Changes size of the L3 to Large, takes a move action to attach or remove the barrel. [HR][/HR] Climbsuit The climbsuit is a special form of armour that assists the wearer in climbing, especially when traveling along smooth modern materials. The suit consists of knee and elbow pads plus gloves covered in SureGrip, a substance designed to stick to smooth surfaces. It also includes a high-impact helmet and kevlar plates and equipment harness. A character wearing a climbsuit gains a +3 equipment bonus to all Climb checks. It is also possible to climb a perfectly smooth, flat surface with a Climb check (DC 30). The suit makes falling much less likely-a character has to fail a Climb check by 10, rather than 5, to fall. The features of a climbsuit (the pieces covered in SureGrip) can be added to a set of nonpowered armour. Armour modified in this way provides only a +2 equipment bonus to Climb checks (instead of the normal +3), but otherwise functions as a normal climbsuit. Other functions of the modified armour remain unchanged. To make this modification, add the price of a climbsuit to all other costs involved in the modifications. Climbsuit (Late PL5/Early PL6) Type: Light Equipment Bonus: +1 Nonprof. Bonus: +1 Max Dex: +5 Armour Penalty: 0 Speed (30 ft): 30 ft Weight: 5.5 lbs Purchase DC: 19 Restriction: Notes: Provides +3 equipment bonus to Climb checks, which also require a failure by 10 to fall rather than 5. [HR][/HR] Taser shield (PL5) These riot shields are upgraded with built in potent stun guns for use in riots where high resistance is expected. Later versions have variable settings for use in species that have higher resistance than humans. The shield looks like a normal transparent plastic polymer shield, but with reinforcing metal running along the edges and down the center. The metal parts contain the studs for the stun gun. Where it straps to the arm is a handle for the user to maintain a firm grip and angling of the shield. The handle contains the safety for the stun guns and the power supply. The stun gun is discharged upon contact, usually in the form of a shield bash, or when engaged in melee combat. Taser Shield (PL5) Type: Shield Equipment Bonus: +3 Nonprof. Bonus: +1 Max Dex: - Armour Penalty: -1 Speed (30 ft): - Weight: 5 Purchase DC: 11 Restriction: Res (+2) Notes: Contains a stun gun, transparent. Stun gun 1d4, 20, electricity, melee, 10 charges. Fort save DC 15 or be paralyzed for 1d6 rounds. Higher PL Versions PL6 Taser Shield: add variable charge, but does not become unstable after 3 rounds of priming, instead if starts to step down at the same rate it was primed. For each round primed, the Fort DC increases by +2 and increase rounds paralyzed by +1, has 50 charges. PDC 12 Res +2 PL7 Taser Shield: same as PL6 version, only damage is stepped up to d6 instead of d4, Fort DC is increased by +2. The stun gun can target one target up to 20 feet away as a ranged touch attack, but uses 2 charges. PDC 13 Res +2 PL8+ Taser Shield: Increase Fort DC by +2 for each PL of 8 and higher, increase die type by 1, add one extra die at PL8 and one for each PL above, increase the range by 10 feet for PL8 and above. PDC 13 +1/PL above 8. [HR][/HR] Cloaks Polymeric Cloak (Late PL6/7) This cloak is made from common or more stylish clothes, with thin strips of polymeric armour, similar to that used in mech, vehicle and starship armour, only much thinner. Many diplomats and royalty purchase these cloaks as they provides some protection without encumbering them or having to wear a full suit of armour. The cloak is usually designed with a hood and covers the body down to below the knees and can be pulled closed around the wearer. The cloak provides a +1 armour bonus when pulled closed, or +1 shield bonus when open. If the user fights defensively with the cloak open, draping part of it over their arm, the user gains a +2 shield bonus instead. Weight: 10 lb. PDC: 16 Res: Restricted (+2) Glide Cloak (PL6) This cloak has a harness that is strapped around the upper torso and shoulders. It appears as any common cloak and comes in a number of colours and is always made to be at least knee length. Along the outer edge, but on the inside of each side is a set of handles that make it easy to close or wave the side of the cloak. In the harness is a small battery and altimeter. There is a small recessed button on each handle and on the harness. When any one of these buttons is pressed, the battery sends a small electric charge into the fabric of the cloak, which is actually a metafabric, and it reshapes and stiffens to form a personal glider. The glider is fairly easy to use, with the handles in a position that is comfortable for most people, allowing for fairly easy change of direction. The altimeter is designed to automatically deploy the glider if the user falls more than 30 feet. To remove the chance of the glider deploying accidently when the user is in an aircraft, the altimeter is designed with a proximity sensor in the bottom of the cloak rim so when there's no floor below the user, the altimeter prepares to deploy the glider. Weight: 11 lb. PDC: 15 Restriction: None Vanadium Cloak (PL6/7) The vanadium cloak is similar to the polymeric cloak, only it is designed for combat, usually coming in matte black or various camouflage colouring. The cloak also has sleeves which allow it to be worn more like a robe to provide more protection. It provides all the benefits of the polymeric cloak, but in addition, when it is closed around the user, such as when worn as a robe with the user's arms through the sleeves, it provides a +1 Reflex bonus against explosives or weapons that allow a Reflex save (blast, line or cone effects such as grenades or flamethrowers). The armour bonus to Defense stacks with any armour worn underneath. Also when worn closed, the cloak provides the user with the benefits of light fortification, with a 25% chance to of critical hits being turned into normal hits. Weight: 13 lb. PDC: 20 Restriction: Military (+3) Deflect Cloak (PL6/7) This cloak with hood usually has a metallic look to its cloth. The cloth is impregnated with ceramic tiles and other reflective material, allowing it to reflect heat and energy. While worn, the user gains a +1 Deflection bonus to Defense against energy attacks (such as lasers, plasma, ion, fire, etc), but not acid, sonic or cold damage. Also built throughout the cloak is a cooling unit, which can help keep the wearer cool in hot environments, functioning like a survival suit when drawn closed for about 8 hours. When pulled close, with the hood up and pulled closed as well, and a control activated, the wearer gains fire resistance 5 (works against lasers, normal fire, plasma weapons) for 1 minute (10 rounds) (similar to Batman's cap in one of the original Batman movies), useable 5 times a day, but require a minute between uses. The batteries in the cloak will allow the cloak to function for about 4 days before requiring recharging, using a universal adaptor for most power outlets, taking about 2 hours to recharge fully. Weight: 7 lb. PDC: 18 Restriction: None [HR][/HR] Combat Frames Combat frames are exoskeleton pieces of armour, or full suits of armour that enhances the user and provides protection. Combat frames can be used on individual arms, paired legs or the torso, or used in combinations. Body Part Frames Each body part frame encloses one limb or torso in an armoured sleeve filled with sensors and force feedback devices. In addition to enhancing the wearer's strength (and nullifying its weight), a frame's casing provides some armour. Combat frames can deflect blows and shots, but intentional strikes to their joints or exposed elements allow them to be damaged. Therefore, while shots that are deflected due to its armour cause no damage, each frame can be attacked using the normal rules for attacking an object. When a combat frame is destroyed, it is no longer considered weightless for encumbrance purposes. Frames are purchased in standard sizes. They can not be transferred to another wearer with no more than a 3" height difference or 20 lb. weight difference from the original user. After 8 hours of continuous use, any combat frame requires an hour to recharge. Arm An arm frame includes the sleeve itself along with straps to brace any load across both shoulders. Benefit: The arm frame adds a +2 equipment bonus to Strength with using that arm, except when it comes to lifting and carrying loads. If the wearer also has a torso frame, the Strength bonus does apply to lifting and carrying loads. The user now has enough of a supporting exoskeleton to allow it. Two arm frames do not double the wearer's Strength bonus. The traits below apply to a single arm frame. Defense Bonus: +1 Armour Check: 0 Hardness/Hit Points: 5/10 Weight: 10 lbs Purchase DC: 20 Leg Leg frames are normally purchased in pairs. They include a supporting harness for the wearer's hips. Benefit: A pair of leg frames adds a +2 equipment bonus to Strength for lifting, carrying and 10 feet to his or her base movement. Single legs provide no advantage. Defense Bonus: +1; +2 for a pair. Armour Check Penalty: -2 for one or both legs. Hardness/Hit Points: 5/10 Weight: 15 lbs for each leg. Purchase DC: 22 each; 26 per pair. Torso A torso frame includes a harness and servomotors that redistribute weight to the wearer's upper arms and upper legs. These bracing points connect the torso frame to the user's arms and leg frames. Benefit: A torso frame allows the wearer to bear loads as if he or she is one size category larger. In addition, if the wearer also wears arm and/or leg frames, he or she may add an additional +2 to Strength bonus provided by other frames. Defense Bonus: +3 Armour Check Penalty: -2 Hardness/Hit Points: 5/10 Weight: 20 lbs Purchase DC: 22 Combined Frames When worn together, combat frames combine their bonuses to Defense and Strength. They also combine armour check penalties. The following chart summarizes the combinations and bonuses. [TABLE="width: 400"] [TR] [TD] [FONT=Calibri]Combined Frames[/FONT][/TD] [TD] [FONT=Calibri]Defense Bonus[/FONT][/TD] [TD] [FONT=Calibri]Strength Bonus[/FONT][/TD] [TD] [FONT=Calibri]Armour Check Penalty[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]One Arm and Torso*[/FONT][/TD] [TD] [FONT=Calibri]+3[/FONT][/TD] [TD] [FONT=Calibri]+4[/FONT][/TD] [TD] [FONT=Calibri]-2[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]One Arm and Both Legs*[/FONT][/TD] [TD] [FONT=Calibri]+3[/FONT][/TD] [TD] [FONT=Calibri]+4[/FONT][/TD] [TD] [FONT=Calibri]-2[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]Both Arms and Torso[/FONT][/TD] [TD] [FONT=Calibri]+4[/FONT][/TD] [TD] [FONT=Calibri]+4[/FONT][/TD] [TD] [FONT=Calibri]-2[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]Both Arms and Both Legs[/FONT][/TD] [TD] [FONT=Calibri]+4[/FONT][/TD] [TD] [FONT=Calibri]+4[/FONT][/TD] [TD] [FONT=Calibri]-2[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]One Arm, Both Legs and Torso*[/FONT][/TD] [TD] [FONT=Calibri]+5[/FONT][/TD] [TD] [FONT=Calibri]+6[/FONT][/TD] [TD] [FONT=Calibri]-4[/FONT][/TD] [/TR] [TR] [TD] [FONT=Calibri]Both Arms, Both Legs and Torso[/FONT][/TD] [TD] [FONT=Calibri]+6[/FONT][/TD] [TD] [FONT=Calibri]+6[/FONT][/TD] [TD] [FONT=Calibri]-4[/FONT][/TD] [/TR] [/TABLE] *Reduce the Strength by 2 when using the arm that isn't covered by a combat frame. Integrated Combat Frames Characters may purchase integrated frames that includes both arms, both legs and the torso. The parts of an integrated frame are designed to work together. This adds an additional +2 bonus to the wearer's Defense compared to frames that are combined piecemeal. The frame can still be broken down into its component pieces. Benefit: The wearer can carry loads as if he or she is one size category larger. His or her base movement increased by 10 feet. Defense Bonus: +8 Armour Check Penalty -4 Hardness/Hit Points: As per components Weight: 70 lbs Purchase DC: 32 Combat Frames can make use of many armour and some modified cybernetic gadgets. Extra Armour This gadget adds an extra layer of armour to a combat frame. Add 1 point to the armour bonus of one body part frame. You may add no more than an additional +1 to an arm or leg frame or +2 to a torso frame. PDC Modifier: +2 per +1 armour bonus. Restriction: Combat frames only. Speed: Added to two leg frames, this gadget increases the wearer's base speed by an additional 10 feet, for a total bonus of 20 feet to the user's movement. PDC Modifier: +4 Restriction: Must be bought once for each leg frame (the bonus speed does not increase any more than an additional 10 feet) or once for an integrated combat frame only. Specific Frames Gauntlet (Arm Frame) The Gauntlet is an oversized arm frame, granting enhanced melee capabilities, enhanced strength for the arm it is on, and has limited ranged capabilities. Benefit: +4 Strength to arm worn on, usually right arm, Deflection Field, Energy Bolts, Ranged Fist, Slam, Charged Slam. Defense Bonus: +1 arm, +2 Deflection from Deflection Field Armour Check Penalty: -1 Hardness/Hit Points: 5/11 Weight: 12 lbs Purchase DC: 26 Deflection Field: When activated, the Gauntlet produces an invisible field that surrounds the wearer to deflect projectiles and energy blasts, only effective against range attacks. When it deflects an attack, the field flashes green at the point of impact. The field is not available when using the energy bolts, ranged fist or charged slam. Energy Bolts: From a recessed port on the back of the hand, the Gauntlet can fire bolts of energy that deal 3d4 points of unspecific energy damage, 30 feet range increment, with a 60 shot capacity. The energy can recharge slowly, 1 shot every 5 minutes, or a power pack can be fitted into a slot on the underside of the forearm for 50 shots. Ranged Fist: Using a type of force field and tractor beam type technology, a green fist like field can extend from the Gauntlet, acting just like an oversized fist. This allows the user to manipulate things up to 50 feet away, however it lacks a lot of sensitivity, with a -5 penalty to all Dexterity checks. The fist has an effective Strength of 16, and can strike a target for 2d4 points of force damage. Slam: With the Gauntlet equipped arm, the user can make a slam attack dealing 1d8 points of damage plus Strength modifier. Charged Slam: The user can energize the surface of the Gauntlet for greater damage. Using one charge for the energy bolt, the user can deal an extra 3d4 points of energy damage. Flame Foot (Paired Leg Frames) This pair of leg frames are tinted red, use more heat resistant ceramics in their construction. The Flame Foot grants the user resistance to fire, limited flight capability with the use of miniature plasma jets built into the legs, and can leave a trail of flames around the user that makes approaching him or her hazardous to all foes. Benefit: +2 equipment bonus to Strength and 10 feet to his or her base movement with both legs functioning, 60 ft flight, Fire resistance 5, Burn Defense Bonus: +1; +2 for a pair. Armour Check Penalty: -2 for one or both legs. Hardness/Hit Points: 5/12 Weight: 17 lbs for each leg. Purchase DC: 28 per pair. Flight: The plasma jets built into the bottom of the feet and legs allows the user to fly at a speed of 60 feet with poor maneuverability. There is enough power to provide up to 2 hours of flight time without shortening the standard 8 hour operation time of the leg frames. However, flight time can be extended by 10 minutes for every 30 minutes of operation time transferred to the plasma jets. Fire Resistance: The material of the leg frames protect them from the plasma jets, but the frame also projects a containment field around the user to help aid against fire attacks. This functions as long as the frame has power. Burn: As a special attack, the user can use the plasma jets to release a powerful burst of plasma that sets the surrounding ground, in a 10 foot radius centered on the user, on fire that burns for 1d4+1 rounds. Anyone other than the user of the Flame Foot, that steps within this burning area suffers 1d8+2 points of fire damage. [/QUOTE]
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