Hey Gang,
I'm fishing for some feedback but I'll get to that in a minute.
When we first heard of The World's Lagest Dungeon and the sheer craziness of it, we decided to take the craziness and run with it. We came up with only one rule to play, your character had to be first level, that was it. You were welcome to play whatever character you wanted from whichever game suited your fancy.
We decided the plane of shadow would be the catalyst, scooping up poor unsuspecting adventures from across the mulitverse. To boot, the shadow would scoop up not only the character but any and everything within 5 feet. This led to some entertaining introductions, can you say Stuka Dive Bomber?
We created a cast of characters quite diverse from a standard adventuring party. We have a jedi (Star Wars), a monk (D&D), a rogue (D&D), a wealthy business man (d20 Modern), a safe cracker (d20 Modern), a storm trooper (Star Wars), a German Stuka pilot (Weird Wars), a succubus sheriff from the New Mexico territories (Sidewinder:recoiled, D&D), and a Dralasite (d20 Future).
We figured we'd go through characters quickly and suggested rolling out more than one. I thought it was time to introduce Star Trek to the mix. I have created a "Red Shirt", a poor security officer scooped up by the shadow. Creating the character was no big deal, d20 Future. Weapons conversion was a bit more interesting, however.
Below is what I came up with for the Type-I and Type-II Phasers from TOS of Star Trek. I used bits from Modern, Future, Star Wars and my own imagination. Here you go:
The Type-II Phaser is the standard issue side arm for Star Fleet personnel. Integrated into the Type-II Phaser is the Type-I Phaser. It sits atop the Type-II in a specially designed cradle.
The Type-I can be separated from the Type-II and used independently from it. The Type-I contains an internal capacitor capable of holding a charge independent of the Type-II energy pack.
The handle/grip of the Type-II Phaser is its energy pack. When the energy pack is depleted, the old pack is pulled free from the Phaser and a new pack snapped into place.
Game Statistics:
Type-I Phaser.
Type: Fire, Range: 20 Feet, Damage: 2d4, Critical: 20 x2, Energy Discharge “Kill Setting”: 1 charge, Energy Discharge “Stun Setting”: 1 charge, Stun Save DC: 12, Penetration: Penetrates 1 point of damage reduction, Capacitor: 15 charges, Full Reload Time: special (see below).
Type-II Phaser.
Type: Fire, Range: 30 Feet, Damage: 2d8, Critical: 20 x2, Energy Discharge “Kill Setting”: 2 charges, Energy Discharge “Stun Setting”: 2 charges, Stun Save DC: 15, Penetration: Penetrates 2 points of damage reduction, Energy Pack: 50 charges, Full Reload Time: One move action.
Type-I capacitor: Holds 15 charges. To recharge the capacitor, the Type-I must be reseated into the Type-II cradle, a free action. Re-energizing the capacitor takes one full found. It takes energy from the energy pack attached to the Type-II phaser. The capacitor must expend its entire charge before it can be re-energized. It cannot be “reloaded” until it has been completely depleted.
Stun: All Phasers are capable of discharging energy at levels that can incapacitate the target, rather than kill it. A result of this setting; however, is a sever limitation to range. The energy dissipates after 15 feet making the stun setting ineffective at longer distances. Switching the Phaser to stun is a free action as is changing it back to the kill setting. The stun save is a Fortitude saving throw versus the save DC of the Phaser. On a failed saving throw, the target is unconscious for 1d4+1 rounds. On a successful saving throw, the target is stunned for 1 round.
Penetration: The Phaser beam is designed to cut through matter and penetrate the target. Therefore, the Type-I Phaser ignores 1 point of damage reduction. The Type-II Phaser ignores 2 points of damage reduction.
Sustained “Walking” Fire: Because a Phaser will emit energy as long as the firing mechanism is depressed and there is energy available, the Phaser beam can be “walked” across a target. This attack is a full round action and requires focused attention on the target. As a result, when “walking” the fire any and all iterative attacks are lost. The attack is made against a single target only. If the target has 50% cover or greater, this attack cannot be made against it. With a successful Sustained Fire attack, the Phaser deals an extra 2 dice damage. For example, a Type-I Phaser would deal 4d4 damage and a Type-II, 4d8 damage.
What do think? Did I break it or am I good to go?
By the way, here are some great pics of the phaser.
http://p082.ezboard.com/fpropreplicasfrm58.showMessage?topicID=442.topic
I'm fishing for some feedback but I'll get to that in a minute.
When we first heard of The World's Lagest Dungeon and the sheer craziness of it, we decided to take the craziness and run with it. We came up with only one rule to play, your character had to be first level, that was it. You were welcome to play whatever character you wanted from whichever game suited your fancy.
We decided the plane of shadow would be the catalyst, scooping up poor unsuspecting adventures from across the mulitverse. To boot, the shadow would scoop up not only the character but any and everything within 5 feet. This led to some entertaining introductions, can you say Stuka Dive Bomber?

We created a cast of characters quite diverse from a standard adventuring party. We have a jedi (Star Wars), a monk (D&D), a rogue (D&D), a wealthy business man (d20 Modern), a safe cracker (d20 Modern), a storm trooper (Star Wars), a German Stuka pilot (Weird Wars), a succubus sheriff from the New Mexico territories (Sidewinder:recoiled, D&D), and a Dralasite (d20 Future).
We figured we'd go through characters quickly and suggested rolling out more than one. I thought it was time to introduce Star Trek to the mix. I have created a "Red Shirt", a poor security officer scooped up by the shadow. Creating the character was no big deal, d20 Future. Weapons conversion was a bit more interesting, however.
Below is what I came up with for the Type-I and Type-II Phasers from TOS of Star Trek. I used bits from Modern, Future, Star Wars and my own imagination. Here you go:
The Type-II Phaser is the standard issue side arm for Star Fleet personnel. Integrated into the Type-II Phaser is the Type-I Phaser. It sits atop the Type-II in a specially designed cradle.
The Type-I can be separated from the Type-II and used independently from it. The Type-I contains an internal capacitor capable of holding a charge independent of the Type-II energy pack.
The handle/grip of the Type-II Phaser is its energy pack. When the energy pack is depleted, the old pack is pulled free from the Phaser and a new pack snapped into place.
Game Statistics:
Type-I Phaser.
Type: Fire, Range: 20 Feet, Damage: 2d4, Critical: 20 x2, Energy Discharge “Kill Setting”: 1 charge, Energy Discharge “Stun Setting”: 1 charge, Stun Save DC: 12, Penetration: Penetrates 1 point of damage reduction, Capacitor: 15 charges, Full Reload Time: special (see below).
Type-II Phaser.
Type: Fire, Range: 30 Feet, Damage: 2d8, Critical: 20 x2, Energy Discharge “Kill Setting”: 2 charges, Energy Discharge “Stun Setting”: 2 charges, Stun Save DC: 15, Penetration: Penetrates 2 points of damage reduction, Energy Pack: 50 charges, Full Reload Time: One move action.
Type-I capacitor: Holds 15 charges. To recharge the capacitor, the Type-I must be reseated into the Type-II cradle, a free action. Re-energizing the capacitor takes one full found. It takes energy from the energy pack attached to the Type-II phaser. The capacitor must expend its entire charge before it can be re-energized. It cannot be “reloaded” until it has been completely depleted.
Stun: All Phasers are capable of discharging energy at levels that can incapacitate the target, rather than kill it. A result of this setting; however, is a sever limitation to range. The energy dissipates after 15 feet making the stun setting ineffective at longer distances. Switching the Phaser to stun is a free action as is changing it back to the kill setting. The stun save is a Fortitude saving throw versus the save DC of the Phaser. On a failed saving throw, the target is unconscious for 1d4+1 rounds. On a successful saving throw, the target is stunned for 1 round.
Penetration: The Phaser beam is designed to cut through matter and penetrate the target. Therefore, the Type-I Phaser ignores 1 point of damage reduction. The Type-II Phaser ignores 2 points of damage reduction.
Sustained “Walking” Fire: Because a Phaser will emit energy as long as the firing mechanism is depressed and there is energy available, the Phaser beam can be “walked” across a target. This attack is a full round action and requires focused attention on the target. As a result, when “walking” the fire any and all iterative attacks are lost. The attack is made against a single target only. If the target has 50% cover or greater, this attack cannot be made against it. With a successful Sustained Fire attack, the Phaser deals an extra 2 dice damage. For example, a Type-I Phaser would deal 4d4 damage and a Type-II, 4d8 damage.
What do think? Did I break it or am I good to go?
By the way, here are some great pics of the phaser.
http://p082.ezboard.com/fpropreplicasfrm58.showMessage?topicID=442.topic
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