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Thought Project: 4E As Science Fantasy...
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<blockquote data-quote="Grimgrin" data-source="post: 4575840" data-attributes="member: 78830"><p>How about this for Energy Weapons</p><p> </p><p>Simple Weapons </p><p>**All effects that apply to crossbows also apply to these energy weapons.</p><p> </p><p>Energy Pistol (1H): PROF: +2, 1d6, RNG: 20/40, Price: 300gp, W: 2lbs, PROP: Load: Minor, Payload: 20 shots per Micro-fusion cell (50gp ea., 1/2lb.)</p><p> </p><p>Energy Rifle (2H): PROF: +2, 1d8, RNG: 30/60, Price: 500gp, W: 5lbs, Group: Energy, PROP: Small, Load: Move, Payload: 20 shots per fusion battery (100gp ea., 1lb.)</p><p> </p><p>Superior Weapon</p><p>Energy Cannon (2H): PROF: +2, 1d10, RNG: 40/80, PRICE: 1000gp, W: 8lbs., Group: Energy, PROP: Load: Standard, Payload: 20 shots per Plutonium Canister (200gp ea., 2lbs.)</p><p> </p><p>NEW GROUP:</p><p>Energy weapons are by default laser weapons and inflict fire damage, but they can take any "energy enchantment" available to ranged weapons as an Arcane Science enhancement at the same cost. Energy weapon are powered by fusion batteries rather than kinetic power.</p><p> </p><p> </p><p> </p><p><u>High Tech Skills:</u> It is very apparent that the 4E game doesn't want to add more skills to the game system and wants you to utilize current skills in new ways. Here's my ideas about how to use skills with High Tech.</p><p> </p><p>Repair/Build Hi Tech Device: </p><p>In a post apocalypse game technology would come from the past and so repairing or reinventing a high tech item would be a "History" skill function.</p><p> </p><p>Use High Tech Equipment: </p><p>Arcana already has plenty of uses in the D&D system, so I propose using "Insight" for the skilled operation of computers, manufacturing machines, ancient appliance artifacts, sensors, cameras, radios, and other such devices.</p><p> </p><p>Computer Hacking/Hot Wiring: </p><p>These would be considered Thievery skills.</p><p> </p><p> </p><p><u>Vehicle Skills</u>: These skills would be used for skill challenges or extraordinary conditions rather than ordinary usage. Broken into three groups to give everyone a chance to be skilled in piloting a vehicle.</p><p> </p><p>Pilot Aircraft (i.e. rocket pack, hang glider, biplane, jet): Acrobatics skill</p><p>Drive Ground Effect Vehicle (i.e. Hovercraft, Trains, Bicycles): Athletics skill</p><p>Sail Vessel (i.e. Sailboat, Sandskimmer): Perception Skill </p><p> </p><p> </p><p><u>Modern Warfare:</u></p><p>ECM (Electronic Counter Measures): Stealth </p><p>Plant Mines or Plan Demolitions: Dungeoneering Skill</p><p>Defuse and Dispose of Explosives: Thievery</p><p>NBC (Nuclear, Biological, Chemical) Warfare: Arcana Skill </p><p> </p><p><u>Modern Crime</u></p><p>Create Fake IDs: Thievery</p><p>Loan Sharking/Protection Racket: Intimidate</p><p>White Collar Crimes: Bluff </p><p>Fencing: Diplomacy</p><p> </p><p><u>Sciences:</u> </p><p>Biology/Botany: Nature, </p><p>Xenobiology/Xenobotany: Dungeoneering</p><p>Cryptozoology/Physics/Astronomy: Arcana, </p><p>Philosophy/Psychology: Insight, </p><p>Chemistry: Alchemist </p><p>Pharmacology/Gene Splicing/Cybernetics: Heal skill.</p></blockquote><p></p>
[QUOTE="Grimgrin, post: 4575840, member: 78830"] How about this for Energy Weapons Simple Weapons **All effects that apply to crossbows also apply to these energy weapons. Energy Pistol (1H): PROF: +2, 1d6, RNG: 20/40, Price: 300gp, W: 2lbs, PROP: Load: Minor, Payload: 20 shots per Micro-fusion cell (50gp ea., 1/2lb.) Energy Rifle (2H): PROF: +2, 1d8, RNG: 30/60, Price: 500gp, W: 5lbs, Group: Energy, PROP: Small, Load: Move, Payload: 20 shots per fusion battery (100gp ea., 1lb.) Superior Weapon Energy Cannon (2H): PROF: +2, 1d10, RNG: 40/80, PRICE: 1000gp, W: 8lbs., Group: Energy, PROP: Load: Standard, Payload: 20 shots per Plutonium Canister (200gp ea., 2lbs.) NEW GROUP: Energy weapons are by default laser weapons and inflict fire damage, but they can take any "energy enchantment" available to ranged weapons as an Arcane Science enhancement at the same cost. Energy weapon are powered by fusion batteries rather than kinetic power. [U]High Tech Skills:[/U] It is very apparent that the 4E game doesn't want to add more skills to the game system and wants you to utilize current skills in new ways. Here's my ideas about how to use skills with High Tech. Repair/Build Hi Tech Device: In a post apocalypse game technology would come from the past and so repairing or reinventing a high tech item would be a "History" skill function. Use High Tech Equipment: Arcana already has plenty of uses in the D&D system, so I propose using "Insight" for the skilled operation of computers, manufacturing machines, ancient appliance artifacts, sensors, cameras, radios, and other such devices. Computer Hacking/Hot Wiring: These would be considered Thievery skills. [U]Vehicle Skills[/U]: These skills would be used for skill challenges or extraordinary conditions rather than ordinary usage. Broken into three groups to give everyone a chance to be skilled in piloting a vehicle. Pilot Aircraft (i.e. rocket pack, hang glider, biplane, jet): Acrobatics skill Drive Ground Effect Vehicle (i.e. Hovercraft, Trains, Bicycles): Athletics skill Sail Vessel (i.e. Sailboat, Sandskimmer): Perception Skill [U]Modern Warfare:[/U] ECM (Electronic Counter Measures): Stealth Plant Mines or Plan Demolitions: Dungeoneering Skill Defuse and Dispose of Explosives: Thievery NBC (Nuclear, Biological, Chemical) Warfare: Arcana Skill [U]Modern Crime[/U] Create Fake IDs: Thievery Loan Sharking/Protection Racket: Intimidate White Collar Crimes: Bluff Fencing: Diplomacy [U]Sciences:[/U] Biology/Botany: Nature, Xenobiology/Xenobotany: Dungeoneering Cryptozoology/Physics/Astronomy: Arcana, Philosophy/Psychology: Insight, Chemistry: Alchemist Pharmacology/Gene Splicing/Cybernetics: Heal skill. [/QUOTE]
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