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laffett rolled 0-sided dice:
Total: 0 (-0)
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Posted: Tue Jul 07, 2015 2:01 am
Ok now each piece of gear is different. The starter gear is just the beginners level stuff dont whine about it. you can take one item of heirloom quality but the rest must be beginner level
weapons
Shardan
Tungsten vibro knife 1d6 (Vibrates with sonic waves, can be left in wound for 1d4 per turn until removed)
Tungsten skirmish sword 1d8 (fast weapon, if Crit occurs instantly begin second attack, cannot occur twice in one turn)
Tungsten warhammer 1d10 (Crit will cause all nearby enemies to fear check)
Crystal staff 1d4 ( nothing happens on natural 1)
Liquid accellerant pistol 1d4 (contains six rounds, crit crits three rounds doubling 3d4)
Shardan tungsten rifle 1d6 ( contains 10 rounds, on crit ignores shield)
Monarch's Hand
Energy knife 1d4 (can damage environment)
Ceremonial sword 1d6 (crit is x3)
Enhancer's hammer 1d8 (knock back on crit enemy is then prone - 5 to AC for one turn)
Sage staff 1d4 (crit grants +2 to all stats for 3 turns. Stacks)
Plasma pistol 1d4 ( contains 5 rounds,plasma burns, Crit burns for 1d4 until foe dies or extinguishes fire. Can ignite environment accellerants)
Plasma rifle 1d6 (contains 7 rounds, targeted enemy gets -3 AC during attack)
Nekomian Empire
Shocker knife 1d4 (electric, crit stuns for 1 turn)
Electro sword 1d6 (Crit generates chain lighting 1d4 on all present enemies)
The show stopper hammer 1d8 (can stop heavy enemies in mid jump with reflex roll)
Tech staff 1d4 (once per fight can activate overdrive. Overdrive: +2 all stats 1hp regen per turn for four turns)
Neko service pistol 1d4 (contains 7 rounds crit causes foes to drop weapons)
Operative sniper rifle 1d10 (contains 1 round, Crit triggers fast reload)
Human weapons
Combat knife 1d4 (crit causes bleeding 1d4 until death)
tech bar (crit causes AOE)
Service pistol 1d4 (contains 9 rounds, crit causes fortitude check for stagger)
M34C5 rifle 1d6 (contains 15 rounds, crit ensures quick reload)
35LG sniper rifle 2d4 (contains 1 round, crit causes stagger)
SR18 shotgun 1d8 (contains six rounds, crit allows aditional shot on same target, can repeat until target is dead)
Armor
Shardan (shardan do not wear armor but the heirloom still applies, but only to their body type instead)
Monarch's hand
Light 2 armor no maximum dex bonus
Medium 4 armor 4 maximum dex bonus
Heavy 6 armor 2 maximum dex bonus
Nekomian Empire
Tech mage robes (Enhances Tech Mage power, One third of the enemy attacks receive a -1d4 to the received damage)
Light 2 armor no maximum dex bonus
Medium 4 armor 5 maximum dex bonus
Tech knight medium 5 armor 3 max dex bonus +5 str +2 con
Tech knight heavy 6 armor 0 max dex bonus +6 str +4 con
Human
Light 3 armor no maximum dex bonus
Medium 5 armor 3 maximum dex bonus
Heavy 6 armor 1 maximum dex bonus
Shields Shields are universal if you use a shield it occupies your offhand slot. If not carried you can use a two handed weapon and under specific circumstances you can wield two weapons. Also you must choose between shield or implant
Single
light +5 health 2 turn recharge
medium +7 health 3 turn recharge
heavy +10 health 4 turn recharge
Double
Light +3 health +3 armor 3 turn recharge
heavy +5 health +4 armor 5 turn recharge
Implants implants are universal, but cannot be used by Shardan. Again implants and shields cannot be used at the same time.
Balance implant (balance implant reduces any negatives or restrictions on stats due to racial or armor based effects by 2 to any such negative)
Boost (+1 any two stats)
Regeneration (+1 HP a turn)
Gadgets These bits are cases or backpacks so to speak that one carries with him or her that helps with usually outside of combat details. OoC means out of combat
AMP package (provides once per turn bonuses to primary stats of 3 for 4 turns)
Recovery package (OoC Provides the means to repair/heal yourself and your friends plus gear)
Extras package (extra weapons, if yours breaks in combat just pull out another, Also ammo if such is decided upon to be a part of the game)
saboteur package (OoC, contains explosives, infiltration gear, glass cutters, the whole secret agent gig)
Defense package. (OoC, Deployable cover, shield recharging station)
Stealth package (OoC, Temporary stealth and audio nullification field during effect +5 dex modifier for stealth check rolls)
Support package (1d4 IA turret attack modifier is owners level +1 ,5 health 10 AC.)
You MUST choose your own race's starter gear Heirloom gear are identical to starter gear with the acceptation of a 17-20 crit. for weapons +2 to any stat for implants or armor and gadgets
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Posted: Sat Jul 11, 2015 4:08 pm
pistols and knives are both one handed weapons and secondaries. In order to get a non secondary weapon as your secondary weapon you must have the feat "rolling heavy" Which is granted to Shardan automatically. non pistol firearms, hammers, and staves, are two handed weapons. Only two handed weapon that can be equipped with a shield is a staff.
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