RolePlay onLine RPoL Logo

, welcome to Pax Bellum: ( closed, Story complete)

14:36, 25th April 2024 (GMT+0)

New toys.

Posted by PrometheusFor group 0
Prometheus
GM, 163 posts
Mon 31 Mar 2014
at 20:30
  • msg #1

New toys

Weapon Proficiency Damage TypeCriticalMultipleRangeSizePurchase
    DC
Knife - 1d4 Slash/Pierce19-20x210tiny5None
Combat Knife -- 1d4
    (BLADE)
Pierce19-20x25Tiny7None
Combat Knife 1
    (Brass Knuckles)
Bludgeon20x2MeleeTiny----
Machotle Removes
    Limb on Crit Fort save to resist DC 10+damage
1d6 Slashing19x35ftMedium7None
Blade Archaic 1d6 Slash/Pierce19x2MeleeMedium8None
Valkiir Broadsword Archaic 1d8 Slashing19x2MeleeMedium11
Vibro Knife Archaic 1d6 Slashing18x2MeleeSmall11
Vibro Blade Archaic 1d8 Slashing18x2MeleeMedium14None
Vibro Sword Archaic 1d12 Slashing18x3MeleeMedium16None
Boarding Axe Archaic 1d8(
    Axe)
Slashing20x2MeleeLarge12None
Boarding Axe Archaic 1d6
    (Spike)
Piercing19x2Melee---------
Power Axe Exotic 1d12 slashing19x3MeleeLarge18None
Thaen Staff exotic Multi
    Weapon
1d4 +1d8 Bludgeon
    + Electrical
20x3MeleeLarge21Lic
    +1
Thaen Staff 2d6 Plasma20x240
    ft
Large
Stun Baton Simple 1d6
    (Stun Dc14)
Electrical (non Lethal)20x2MeleeSmall12None
Concussion Rod Simple 2d8 Concussion/Bludgeon20x2MeleeMedium17None
Plasma Sword exotic Damages
    weapons On Parry
2d8 Energy18x3MeleeMedium17Lic
    +1
Whip Cutter Exotic Trip 2d8 slashing19x210ft
    Reach
Medium18Lic
    +1
Neural whip Exotic Trip 1d6
    Stun DC 14
Slashing + special19x210ft
    Reach
Medium19Lic
    +1
Spiked Chain Exotic Trip 1d4 Slashing19x210ft
    Reach
Large11None
Thermal rod Archaic 1d4
    +1d6
Bludgeon + Fire20x2MeleeMedium15None
Bat'leth Exotic Twin
    Bladed
1d8/1d6 Slashing/Piercing19x3MeleeMedium12None
HiruKaga Exotic multi
    Weapons
1d8 Energy20x2Meleemedium23Lic
2d8 Energy20x230ft
Fan Blade Exotic 1d6 Slashing20x3Melle5ft12None
A'Niss Katana Exotic Massive
    crit +1d4
2d6 Slashing/Pierce18x3MeleeMelee22None
K'Tah Exotic Twin
    Blades
1d8/1d6 Slashing19x3+5ft
    reach
Large12None
Kraken None Self
    Guided, attacks any target within 10ft of wearer, BAB+7
    AC(wearers) 25 HP, Str 18, Dex 10
1d8 Slashing/Grapple20x210ft
    reach
Large25Lic
Viper None Self
    Guided, attacks any target within 10ft of wearer, BAB+7
    AC(wearers) 15 HP
1d4+toxin Slashing+toxin20x210ftMedium23Lic
    +1
Hornet Exotic If
    attack Succesful Hornet locks on and continues to attack
    for 1d4 rounds BAB +4 AC 20, 10HP
1d4 Slashing20x215ftTiny23None
Stinger Poison 1d2 Piercing+
    toxin
20x215ftTiny14Res
    +2
B'coh Exotic Returning
    Ref Save DC 12 to catch failure indicates damage to hand
1d4 Slashing19x215ftTiny12None



 Machotle
 a broad forward curved chopping blade carried by the Quetzal. Most Quetzal receive their Machotle as a gift from their family upon acceptance into the tribe. Base versions of the blade will disable a limb if a critical confirmation roll results in an 19 or 20


Blade:
A heavy bladed combat knife, that for most races would be more accurately called a short sword. The heavy blade has a single edge the broadens near the tip but tapers back as it approaches the grip. The serrated edge at the base of the weapon can be used for cutting rope or when fitted to the scabbard for cutting wire. The scalloped back edge is reinforced to cut wood, plastics and light materials.


Vibroknife
Vibro weapons have heavier thicker blades than most knives. The edge of the blades are usually crystal, or some arcane forged metal.The edge and tip of a Vibro blade  move back an forth at high cyclic rates producing a distinctive hum as they operate.  When powered up a Vibro blade slices through most materials with little resistance.

 

Vibroblade
A Vibro edged version of  common short sword/ machete


Vibro Sword
Designs vary Katana, Broadswords, and other blades are manufactured with Vibro edges, most share the same effective damage and armor piercing qualities.
For alternate models simply apply the armor reduction properties to the weapon of choice. Using its damage and other qualities.

Boarding Axe
A heavy melee weapon with an armor piercing spike on the back edge of the head and a pry bar head on the side of the blade. It is intended as a weapon and a tool for forcing doors (+2 to break or force lock roll) or to deal heavy damage to objects and creatures.

Power axe
Almost identical to the concussion rod a power axe replaces the head of he weapon with a heavy reinforced ax head.

Stun baton
An electric weapon useful as a police baton or to deliver a painful and debilitating shock on impact. Can be used with the shock option deactivated,
if charged the stun damage is added to the damage for the blow from the baton. If used only to stun and not to strike an opponent the weapon uses a
touch attack, and deals only the electrical damage.

Plasma Sword:
 This weapon uses a jet of high density plasma contained by an electromagnetic and gravitic field as a blade when it hits the weapon delivers both
slashing and heat damage. If used to block or parry a non energy weapon attack the weapon used in the attack takes half the rolled damage of a successful strike.


Whip cutter:
A series of flat or diamond shaped segments mounted to a flexible body. The chain cuter can be used as a bladed whip allowing slashing and bludgeoning
damage to be done. It can be used with any attack that a whip, chain or rope can be used with.


Bat’leth
A crescent shaped blade that can be used one handed or two handed it is treated as a bastard sword in combat. Used in broad sweeping movements it is
 capable of delivering both slashing and piercing damage. it is also able to serve as either a single or a double weapon with the off handed being treated
as a light weapon. It is also an excellent defensive weapon granting a +1 to defensive actions.




Neural Whip
Neural whips deliver a high voltage low amperage modulated electrical pulse to the target on a successful strike. If the target fails the save it
 is stunned for 1d4 rounds.


Thermal Rod
A thermal rod is a long slender crystal rod charged with elemental energy the intense heat is enough to cause severe burns or damage non heat resistant materials.


Hirakaga.
This exotic energy weapon creates a plasma blade or fires a powerful focused bolt of plasma at a target. The weapon is a powerful
ranged weapon delivering as much damage as a hand cannon, and it gives a character the ability to engage targets as he closes to melee range without
carrying a second weapon. Not a weapon the typical weapon swordsman would carry but it is a deadly weapon to encounter.


 fan blade
A modified force sword its crescent blade is formed of an intense force barrier hat allows it to slice through flesh and materials with little resistance. The exotic design and method of use requires significant training. Anyone who has not spent ranks in  the fan blade are at -4 to attack with the weapon and can not use any feats abilities or techniques with the weapon.



Sh'riss Katana:
 while similar in use and function to a well crafted bastard sword the Katana can deliver vicious wounds due to its expert construction high quality materials and centuries of refining the blade to its maximum potential. Any Sh'riss made Katana is a masterwork +2 weapon. Few are available on the open market while many copy the styling and decoration of an Sh'riss blade they are not of the same quality or design granting only a +1 masterwork bonus and do not deal the massive damage of an Sh'riss blade.


K’tah:
A masterwork heavy bladed short shafted weapon resembling a sword on heavy staff. It is a brutal weapon with an extended central shaft that allows the wielder to strike a target beyond the normally reach of a sword. (reach 5ft)


Kraken:
A robotic weapon usually worn as a backpack or attached directly to the owners armor. It has the ac of the owner, and has no ability to move on its own. However the four tentacles of the weapon can slash bludgeon or grapple as directed by the owner. The simple spark controls the tentacles and is
Hp 10, Ac +6 Dr, 5 Str 15, Initiative same as owners.


 Viper:
A lighter version of the kraken it is not as strong or as durable as its larger cousin hover its tentacles end in a reinforced injector that can deliver any type of poison or drug loaded into it. The device carries ten does of drugs or poisons and delivers them I the attack penetrates the targets equipment based Dr or hardness
Hp 5, Ac +6 Dr2, Str 15, Initiative same as owners. BaB +4



Hornet
 a self guided defensive drone that orbits the owner attacking any designated target with the blades extending from its central body. The device resembles a biomechanical wasp or hornet with slender blade like wings it slashes at target by making high speed passes. It has its owners ac +6 for size and is usually no large than the size of a normal mans hand.
Hp 4, Ac8 Dr  0, dex 15, Initiative same as owners, BaB +6



Stinger:
similar to the Hornet the stinger adds an injector similar to the Viper robotic weapon. It can deliver a sting of it makes a successful attack at -6 to target a thin point in the targets defenses.
Hp 1, Ac10 Dr  0, dex 15, Initiative same as owners, BaB +6


B’coh
 a flat elliptical disc weapon with a hand grip and finger holes cut into the center. The weapon is a  thrown weapon or it can be used in hand to hand combat. If thrown it will return to the owner at the end of the round either hovering near him or it can be caught and used for a second attack it the wielder makes a successful reflex save to catch and throw the weapon, and has available attack actions left.

Prometheus
GM, 164 posts
Mon 31 Mar 2014
at 23:28
  • msg #2

Re: New toys

Medium Size Mecha;

An advance over powered armor Medium Sized Mecha, Usually referred to as Hardsuits are on the cutting edge of technology. Combining advances in robotics, cybernetics, and materials the hardsuit turns a soldier into something approaching superhuman.  While wearing a Hardsuit the Character receives an equipment based +4 to his strength and suffers no dexterity penalties due to the armor His maximum Dex and armor penalties are determined by the tech level of the armor.
           Hard suits are first practical at the mid stage of PL5, without jump jet capability but can theoretically be built as early as lat PL4 However such early suit can not jump, move at half speed, and have penalties double that of a PL 5 hardsuit. By Pl 8 the suits have become lightweight, and incorporate nerve induction controls, anti-grav boosters and advanced feedback controls that allow the wearer to move with complete freedom in the armor.

PL 5 max dex 0 armor Penalty -8, skills with hands -4                Purchase DC -4
PL6 Max Dex 0   Armor penalty -4 , skill checks using hands -2 Purchase DC -1
PL 7 Max Dex +1 Armor penalty 2, skill check using hands +0   Purchase DC +0
PL 8 no modifiers                                                                        Purchase DC +3
        Hardsuits can use any Mecha device or weapon however they have only 2 locations slots. The shoulder and back. The pilots body take up the slots for the torso, belt, arms and legs, as well as the helmet.  However a Medium Size Mecha may use any robotic , or personal weapon or component that an armature class robot can accept.  The Mecha’s onboard computer, and helmet HUD will also support any piece of electronic equipment scanner devices, or computer program/components available to the player.
         When wearing a Hardsuit the machines musculature and internal supports support and negate the affects of it’s own weight. The Mecha’s weight is not added in for determining encumbrance

Medium Mecha Statistic

Size modifier 0
Equipment slots: 4: Rt Shoulder, Lft Shoulder  Back , Helmet
Hit points: 50
Defense: 6 base ( + pilots Dex and Defense bonus)
Hardness: 10 base
Base Speed 30ft running 60ft Jump jets
Height: 6 ½ - 8  feet
Weight: 250 - 450 Lbs
Fighting space 5ftx5ft
Reach 5ft
Purchase DC  28
STANDARD EQUIPMENT:
Gun Pods: Can carry Heavy Weapons, as ‘rifle‘  Long arms as ‘pistol’ increase Purchase DC by 2 for modification Gunpods have ammo same as magazine capacity of normal weapon x10

Vehicle scale movement:
Max speed in flight 200MPH  maneuver -2 , Hover capable max altitude 80,000ft
Max Speed Ground effects mode      180 MPH maneuver -1 , max altitude 10ft

Environmental Seals:
May operate in any pressurized environment, and at depths up to 30 ft in liquids. Protects from dust, pollen, gasses and airborne toxins and diseases unless armor is breached.  Offers full protection against nuisance, and light radiation hazards as ell as offers full protection against normal heat and cold.

HUD/suit computer: all suits come with an integrated HUD which accepts all scanner and HUD upgrades and gadgets. The suit also contains a fully functional computer equivalent to a desktop computer with cellular modem.
Sign In