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CLASSES: THE CHARISMATIC HERO
Hit Die: 8+1d8 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot firearms Tools: artisans, disguise, forgery or musical instrument Saves: intelligence and charisma Class Skills: choose any three; deception, insight, intimidation, investigation, performance or persuasion
TALENTS Charm Talent Tree
1. Charm: advantage on all diplomacy checks towards specific race and gender. This ability can be selected again for different combination of race and gender.
2. Favor: call in favors by making a persuasion check against DC set by GM. You can use this once per long rest
3. Captivate: select a target within 30’ that is not being attacked. Target must make a will save vs DC 8 + proficiency bonus + charisma bonus or be transfixed. Attacking or threatening causes this effect to end. The target has disadvantage on checks involving all other characters and NPCs but the player
Fast-Talk Talent Tree
1. Fast-Talk: advantage on all deception checks towards specific race and gender. This ability can be selected again for different combination of race and gender.
2. Dazzle: select a target within 30’. Target must make a will save vs DC 8 + proficiency bonus + charisma bonus or be confused. The target has disadvantage on attack rolls. Target repeats save each turn. This can only be used once per opponent per long rest and the effect end if the target is threatened or attacked
3. Taunt: select a target within 30’. Target must make a will save vs DC 8 + proficiency bonus+ charisma bonus or be stunned for 1 round. This can only be used once per opponent.
Leadership Talent Tree
1. Coordinate: gain the bardic inspiration ability (see PHB p.52). The inspiration die does not automatically change when you reach higher levels, instead you can select this talent again and have the dice change to the next higher one (max d12).
2. Jack of all trades: gain the bardic jack of all trades ability (see PHB p.53
Level Feature Defense Proficiency
1st Talent, Bonus Feat
0 +2
2nd Bonus Feat +1 +2
3rd Talent +1 +2
4th Bonus Feat +1 +2
5th Talent +2 +3
6th Bonus Feat +2 +3
7th Talent +2 +3
8th Bonus Feat +3 +3
9th Talent +3 +4
10th Bonus Feat +3 +4
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THE DEDICATED HERO
Hit Die: 8+1d8 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot firearms Tools: computers, engineering, mechanics, vehicle – land or vehicle – air Saves: wisdom and constitution Class Skills: choose any two; athletics, insight, medicine or nature
TALENTS Empathic Talent Tree
1. Empathy: if the dedicated hero has at least 1 minute to study his target he gains advantage in all charisma based ability checks and skill checks towards the target
2. Aid Another: you are able to encourage your allies, a number of times per day equal to your class level you are able to grant your wisdom modifier to any ally within 60´when they make a skill or ability check
3. Intuition: you can take a move action during your turn, even if surprised. You act on your initiative as usual.
Healing Talent Tree
1. Healing Knack: you can spend your action to automatically stabilize a creature 2. Healing Touch 1: you can spend your action to allow an adjacent creature to roll one of their
healing dice 3. Healing Touch 2: you can spend your action to have an adjacent creature reroll any failed save
versus poison or environment effect. Insightful Talent Tree
1. Skill Emphasis: you can choose one skill in which you are already trained, double your PB when using this skill.
2. Aware: if you can spend a full turn studying a target within 30´, roll a perception check DC 8 + targets level + charisma modifier of target. If you succeed you are able to discern the targets surface thoughts and intentions.
3. Faith: a number of times per long rest equal to your proficiency bonus you can grant yourself advantage on any d20 roll.
Level Feature Defense Proficiency
1st Talent, Bonus Feat
0 +2
2nd Bonus Feat +1 +2
3rd Talent +1 +2
4th Bonus Feat +1 +2
5th Talent +2 +3
6th Bonus Feat +2 +3
7th Talent +2 +3
8th Bonus Feat +3 +3
9th Talent +3 +4
10th Bonus Feat +3 +4
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THE SMART HERO
Hit Die: 8+1d8 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot firearms Tools: any one tool Saves: intelligence and wisdom Class Skills: choose any three
TALENTS Research Talent Tree
1. Savant: Select one skill that you are trained in, you double your PB when using this skill 2. Linguist: whenever you encounter a new language you can roll an intelligence check to get a
rudimentary understanding of what is communicated 3. Skilled: you can select three new skills in which you become trained
Strategy Talent Tree
1. Exploit Weakness: at the start of combat you can designate an opponent. Against this opponent you are able to use your intelligence bonus on attack rolls. If the opponent is defeated or flees you can designate a new opponent
2. Plan: if you are able to spend at least a minute planning an encounter you are granted 1d4 inspiration dice. These can be used freely by anyone previously designated during the planning phase. They do not have to be given, but can freely be drawn from a shared pool
3. Trick: you are able to baffle an opponent with a simple trick, and expending your action. The target rolls a wisdom save versus 8 + proficiency bonus + intelligence modifier, failure means the target is stunned for 1 round. This can only be used once per opponent per long rest.
Studious
1. Mechanical aptitude: you are able to jury-rig any damaged mechanical item. Once per short rest you can fix a mechanical or electronic object for d6 times PB HP.
2. Artisanal: Choose a set of tools which you are proficient with. Any rolls involving this tool are done with double PB
3. Inner workings: against any electronic or mechanical opponent or object you add you proficiency bonus to damage
Level Feature Defense Proficiency
1st Talent, Bonus Feat
0 +2
2nd Bonus Feat +1 +2
3rd Talent +1 +2
4th Bonus Feat +1 +2
5th Talent +2 +3
6th Bonus Feat +2 +3
7th Talent +2 +3
8th Bonus Feat +3 +3
9th Talent +3 +4
10th Bonus Feat +3 +4
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THE TOUGH HERO
Hit Die: 12+1d12 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot and martial firearms Tools: demolitions, engineering, mechanics, vehicle – land or vehicle – air Saves: constitution and strength Class Skills: choose two from acrobatics, athletics, drive and nature
TALENTS Damage Reduction Talent Tree
1. Damage Reduction 1/-: The Tough hero ignores 1 point of damage from melee and ranged weapons. Every time you select this feat DR increase by 1
Energy Resistance Talent Tree (can be taken in any order)
1. Acid Resistance: gain advantage on save and resistance on damage vs. acid 2. Cold Resistance: gain advantage on save and resistance on damage vs. cold 3. Electricity Resistance: gain advantage on save and resistance on damage vs. electricity 4. Fire Resistance: gain advantage on save and resistance on damage vs. fire 5. Concussion Resistance: gain advantage on save and resistance on damage vs. concussion
Unbreakable Talent Tree
1. Remain Conscious: when dropped to 0 HP you can instead elect to drop to 1 HP, you can use this ability once every long rest
2. Robust: you gain +1 HP per level and you always ignore the first level of exhaustion 3. Stamina: you gain bonus healing dice equal to your PB
Level Feature Defense Proficiency
1st Talent, Bonus Feat
+1 +2
2nd Bonus Feat +2 +2
3rd Talent +2 +2
4th Bonus Feat +3 +2
5th Talent +3 +3
6th Bonus Feat +3 +3
7th Talent +4 +3
8th Bonus Feat +4 +3
9th Talent +5 +4
10th Bonus Feat +5 +4
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THE FAST HERO
Hit Die: 8+1d8 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot and martial firearms Tools: artisan, computer, thieves tools, vehicle – land or vehicle – air Saves: dexterity and charisma Class Skills: choose three from acrobatics, drive, performance, sleight of hand or stealth
TALENTS Defensive Talent Tree
1. Cunning action: you can use your bonus action to dash, hide or disengage 2. Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you succeed 3. Uncanny Dodge: opponents do not gain flanking bonus 4. Defensive roll: once per short rest you can reduce one damage source by half. 5. Opportunist: once per short rest you can gain a free attack against an adjacent enemy that has just
been struck by one of your allies Increased Speed Talent Tree
1. Increased Speed: The Fast hero’s base speed increases by 5 feet. You can select this talent more than once, each time gaining +5´movement
Swift and deadly:
1. Inconspicuous: people have a tendency to forget you exist and ignore your presence. Once per short rest you can use a stealth check to become hidden even while being observed. This cannot be used if you are in direct confrontation, either verbal or physical.
2. Fake: with a small gesture you are able to throw opponents of balance. Using a bonus action you roll and opposed bluff versus perception, if you succeed any melee attack you make deals +1d6 damage
3. Assassinate: if you are able to strike an opponent with a melee attack from hiding you deal and extra d6 damage equal to your proficiency bonus
Level Feature Defense Proficiency
1st Talent, Bonus Feat
+2 +2
2nd Bonus Feat +3 +2
3rd Talent +3 +2
4th Bonus Feat +4 +2
5th Talent +4 +3
6th Bonus Feat +4 +3
7th Talent +5 +3
8th Bonus Feat +5 +3
9th Talent +6 +4
10th Bonus Feat +6 +4
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THE STRONG HERO
Hit Die: 1d10 Action Points: 5 + ½ level Armor: light armor Weapons: simple weapons, single shot and martial firearms Tools: mechanics, vehicle – land or vehicle – air Saves: strength and constitution Class Skills: choose two from acrobatics, athletics, drive, intimidation and nature
TALENTS Extreme effort talent tree
1. Extreme effort: when using a strength or constitution based ability or skill check you can spend the full round completing it and double your PB when rolling
2. Improved Extreme Effort: you can shake off the effects of fatigue for rounds equal to your PB. You can use this ability once per long rest
3. Advanced Extreme Effort: when hit by a mind affecting effect and allowed a save, you can use either strength or constitution save instead of wisdom. You can use this ability once per short rest
Ignore Hardness Talent Tree
1. Smash: you add your PB to the roll when attempting to break things 2. Ignore Hardness: you double any damage bonus from strength when attacking objects. 3. Ignore resistance: you ignore an objects resistance
Melee Smash Talent Tree
1. Melee Smash: The Strong hero receives a +1 bonus on melee damage. You can take this talent more than once, every time gaining +1 to damage, up to +3
Level Feature Defense Proficiency
1st Talent, Bonus Feat
+1 +2
2nd Bonus Feat +2 +2
3rd Talent +2 +2
4th Bonus Feat +3 +2
5th Talent +3 +3
6th Bonus Feat +3 +3
7th Talent +4 +3
8th Bonus Feat +4 +3
9th Talent +5 +4
10th Bonus Feat +5 +4
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RULES: TOOLS
Alchemists tools Artisans tools Computers Demolitions tools Disguise kit Engineering Forgery kit Mechanics Musical instrument Thieves tools
Vehicles, land Vehicles, air SKILLS
Acrobatics Animal Handling Athletics Deception Drive History
Insight Intimidation Investigation Medicine Nature Perception Performance Persuasion Sleight of hand Stealth
BACKGROUNDS (OCCUPATIONS)
Choose two skills and a set of tools, you are considered proficient with these and add your PB on all checks. Choose two personality traits that might grant inspiration under certain conditions, one trait should be considered negative. VEHICLE COMBAT
When in a vehicle you can choose to either move the vehicle or act independently. If the vehicle seats more than one person then one of them must be designated as the one capable of driving (ie. moving) the vehicle. On the drivers turn the vehicle can use the dash, disengage or dodge actions. It takes half your move to enter a vehicle.
You can fire any weapon that is not two handed. You cannot choose to not control the vehicle (as you can with a mount). A vehicle can have numerous stations in addition to driver, if not otherwise noted, these will have to be operated by other people. Crashing a car into a target is a drive skill DC 15. Roll 1d10 damage per HD of the vehicle. Target may roll dexterity save DC 15 for ½.
Unless otherwise stated it takes a full turn to change station. In some cases a vehicle cannot be operated unless a certain number of stations has been manned (some larger aircrafts, and ships). Most attacks from a moving vehicle, unless otherwise noted, are done with disadvantage
A Vehicle is either open topped, closed or armored: an open topped vehicle grants no particular bonuses, a closed vehicle counts as half cover, while an armored vehicle counts as three quarter cover when exposed, (when firing) or full cover. ACTION POINTS
You can spend action points to grant yourself advantage on a single d20 roll
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TALENTS AND FEATS: TALENTS
Talents are available to all classes and can be chosen whenever they reach a new level. Unlike class based talent you do not need to choose these talents in a predetermined order.
DRIVE
Drive by attack: you do not gain disadvantage when firing hand held weapons from a moving vehicle.
Cover: you gain a three quarter cover from outside attacks when inside any closed vehicle. You receive half cover when inside open vehicle
Ace: if you are driving the vehicle it gains a defense bonus equal to half you PB
Expert: you double your PB when driving (this also affects “ace”)
FIREARMS, SINGLE
Skip shot: you can ignore cover (half, quarter and with GM discretion even full) by taking a trick shot. You gain disadvantage on the attack roll
Eagle eye: you double the short range of any non-two handed firearm
Sniper: you are able to ignore cover on one attack, foregoing all other attacks and your move this round
Double tap: you can fire twice for each attack against a single target, doing so grants +1 die damage but your attack has disadvantage.
Aim: If given a full turn to aim you can make one attack next round with advantage FIREARMS, BURST
When selecting any talent from this talent tree you are considered proficient in burst weapons
Covering fire: you are considered to threaten a designated 5’ square with a ranged weapon. Doing so takes up your action and last until the beginning of your next initiative
Suppressive fire: when making a burst-autofire attack targets have their speed reduced by half.
Strafe: instead of firing burst-autofire in a 10’ square you can spread this on up to four adjacent 5’ squares
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FIREARMS, HEAVY
When selecting any talent from this talent tree you are considered proficient in heavy weapons
Steady: you do not receive disadvantage on attacks with heavy weapons attached to a moving vehicle
Shroud: when firing heavy weapons you are able to cover the target in smoke and dust. Targets within or on the opposite side gain half cover, but those within the radius get disadvantage on any ranged attacks until they move out of the radius.
Shaken: when firing heavy weapons with a radius of effect, you can choose to have the weapon deal only half damage, rounded down, in return all creatures within the area must make a DC 15 constitution save or be stunned for 1 round.
Scatter: when firing a heavy weapon with a radius, you can choose to have the weapon deal only half damage, rounded down, in return all creatures within the radius are pushed to the outside of the radius. You decide which square each opponent ends up in
COMBAT FOCUS Select one of the following:
Defense Focus: While you are wearing armor, you gain a +1 bonus to defense.
Long Arm Focus: You gain a +2 bonus to attack rolls made with two handed ranged weapons.
Melee Focus: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Side Arm Focus: While wielding a one handed ranged weapon and no weapon in your off hand, you deal an additional 2 damage.
Blast: you can reroll a single die with the result of 1 when using a firearm
Two-Weapon Focus: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Focus: When you make an unarmed strike, add your proficiency bonus to the damage roll.
FEATS
EXTRA ATTACK
Prerequisite: proficiency bonus +3 or higher
When you use the attack action, you are able to attack twice
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HEROIC SURGE
Benefit: The character may take an extra move action or attack (as if you had the extra attack feat) in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Level # day
01 – 04 1
05 – 08 2
09 – 10 3
TALENT Choose a talent as though you had reached a level where you gain a new talent
WILD TALENT
Benefit: you gain access to two psionic talents. Save DC is 8 + charisma modifier + character level. You can use every talent once every long rest, alternatively you gain a free usage by expending an action point. Every time you choose this feat you can select up to two new powers or gain the ability to use up to two powers one more time every long rest. Unless otherwise noted each power takes a bonus action to use
Beacon: emanate light from your body in a 20’ radius. The light last 1 hour and can be extinguished with a bonus action
Meld: you cause a single item up to the size of a simple weapon or hand held firearm to disappear. You can have only one item hidden like this. The item can be summoned as a bonus action
Light step: your speed increase by 10’, the effect last for 1 hour
Mind Meld: you can telepathically communicate with any one creature within 120’. The creature understands you even though it lacks language, but you don’t understand them if you lack their language. This effect last for 1 hour
Mind thrust: blast a target within 5’ with energy, inflicting 1d6 damage per PB. If target is medium sized or less it is pushed 10’ away from you
Thought spear: blast a target up to 120’ of you with energy, inflicting 1d8 damage per PB. Target can save for half.
Night eyes: you gain the ability to see in darkness up to 60’. The effect last 1 hour
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EQUIPMENT:
UN soldier, with HUD helmet, AR15 and Pass GET light armor, on patrol in the southern HEM-sac territories
FIREARMS AND ARMOR
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Firearms and Armor1
Firearms Dmg. Rng. Wgt. Cost Properties
IWG PPK 1d6 30/90 1 1,0
Eurosys 5.56 2d4 30/90 1 2,0
Austal 9mm 1d8 30/90 1 2,0 Burst
AU arms 1d10 30/90 2 2,5
Hiato MP3 2d4 30/90 2 3,5 Burst
Mason 50-50 1d12 40/160 3 2,5
Remington 22. 2d6 80/320 5 4,0 Two handed
IWG rimfire 3d4 20/80 4 6,0 Burst
FFG systems 5.56 2d8 40/120 4 5,5
Desert Eagle 3d6 30/90 6 4,0
AU arms 9mm SUB 4d4 30/90 5 7,5 Burst
Euronext APW 2d10 100/600 7 6,5 Two handed
Austal 2.44 3d6 40/160 7 9,5 Burst, Two handed
Sovereign SR2 systems 2d10 40/120 6 10,0 Burst, Two handed
Xentec oneshot 3d10 30/90 2 7,5 Loading
AG - LAR 7.62 4d6 70/280 9 12,0 Burst, Two handed
Gyro BR-CP 3d10 150/500 8 10,5 Two handed
M 90 HMG 3d10 100/400 12 17,5 Burst, Two handed
Hiato 12mm MB-LEP 5d6 20/60 10 10,5 Loading
FFG systems BR 4d12 150/750 14 18,5 Two handed, Loading
10d8 40/240 5 24,0 Heavy, One Shot, 10´radius
LAWsys 5.54 4d6 40/280 7 23,5 Heavy, Loading (2), 10´radius
M2z-Hal 6d12 60/540 45 33,5 Heavy, Burst
Armor Def. DR Wgt. Cost Properties
Leather Jacket 0 1/- 5 2,0
Stab Vest 1 1/- 15 3,5
Civilian Body Armor 1 2/- 20 4,0
SecPro DMX2 Riot Gear 2 2/- 20 6,5
Pass-GET 3 2/- 25 13,5
Body Armor 3 3/- 30 10,0 Disadvantage
Spectra Vest 4 3/- 10 33,5
TEP Suit 4 3/- 20 40,0 Resistance to NBC weapons, Disadvantage
BLEEX-sys Body Suit 6 2/- 15 120,0 +2 dexterity
BAE-sys Liquid Armor 5 4/- 20 46,5 Disadvantage
Spectra Personal Armor 5 4/- 20 53,5
TEP Type IV Tactical Armor 6 5/- 35 86,5 Disadvantage
EOD Suit 2 10/- 60 133,5 1/2 move, disadvantage all dex/str related checks
BLEEX-sys Nett Warrior 6 6/- 70 160,0 +2 strength, Disadvantage
1 Burst: burst weapons fire several bullets for each action used to attack. Burst weapons are also capable of burst fire in a 10´square area; each
creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. Loading: as in the players handbook, but some weapons take more than one round to reload. Loading (2) means your can fire the weapon every 2nd turn. Firearms: firearms are ranged weapon that does not get dexterity bonus to damage Heavy: heavy weapons are fired with disadvantage unless you have a Firearms, Heavy Talent
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EQUIPMENT
Decoder: using this small handheld scanner allows
you to understand any written message as long as
it is written in a known tongue
Hayes morpher: you change your appearance, but
your body remains the same as does your voice.
The effect last for 1 hour.
FAL tactical suit: your movement increases by 10´,
you can use this effect for 1 hour once every long
rest. Using it more than once each long rest gives
you a level of exhaustion. This can only be
combined with no or light armor.
Holoprojector: you create a still image over a 15´
cube. The Image last as long as the box has power.
Interacting with the cube breaks the illusion, but
the image remains
UN Detector: you can sense the presence of
poison in food or drink
UN Purifier: stale, as well as poisoned or diseased,
food and drink, become fresh
Euronext Glimmer: you light up everything within
10´ cube. Targets within remain lit even if they
move. Attack rolls against affected creatures has
advantage. The effect last for 1 minute
FAL Jumper Suit: your jump distance is tripled. This
can only be used with no or light armor
Hayes Interrogator: within a 15´ radius targets
must roll charisma DC 15 for lies not to be
detected
Hiato 12mm MB-LEP
Austal 2.44
Austal 2.44, custom
FFG Systems 5.56
AU arms 9mm SUB and IWG Rimfire
Xentec oneshot
M90 HMG
Gyro BR-CP
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FAL Night Goggles: you able to see up to 60´ in
total darkness
AU-arms Pulse Stun: target is paralyzed for up to 1
minute unless it makes a wisdom save DC 15.
Make wisdom save every turn up to 1 minute
Sensory Slicer: target is blinded and deafened for
up to 1 minute unless it makes a constitution save
DC 15. Make constitution save every turn up to 1
minute
Mercenary carrying AG – LAR 7,62, wearing Body Armor and
the Hiato 20 – 20
FAL Body Suit: you become invisible. This can only
be used with no or light armor
AU-arms Knocker: you breach anything but metal
doors and 10´ brick walls in an area 5´ wide
Hayes Silencer: all but very loud noises are
muffled within 15
Euronext Tear Gas: everyone within 20´ radius
must roll constitution saves or become stunned.
Make constitution save every turn up to 1 minute
Norrøna all purpose shelter: you create a 10´
radius immobile dome. Animals will not touch the
perimeter or attempt to enter under most
circumstances
Euronext Flash sticks: you create a 60´ radius
sphere of light, the effect lasts 1 hour
UN Meat bag: is transformed into 4 pounds of
food
UN Water bag: is transformed into 3 gallons of
water
TYO NBC suit: this suit grants resistance to
nuclear, biological and chemical (NBC) exposure as
well as advantage on saves. This can only be
combined with no or light armor.
Neuroprocessor: this implant gives to advantage
on any intelligence ability checks, but not skill
checks or saving throws
Xentec Jetpak: the jetpack gives you flight speed
of 60´ for up to 10 minutes before needing
recharging. All attacks made while flying are done
with disadvantage. The jetpack can only carry up
15
to 100 kg
Ren-TEC suppressor: The suppressor muffles
sound from firearms very effectively. Outside of a
50´radius, and barring there are no obstacles in
between, the perception DC 15 to hear the
weapon being fired. The suppressor effectively
halves the Long range of the firearm.
AU-arms sights: sights come in different models
and configurations for various weapons. They
effectively double the Long range of a weapon
FFG Systems tripod: then used with a two handed
weapon a tripod will allow you to ignore
disadvantage for firing at Long range, but you have
to use a move action to set it up beforehand and
can only make one attack
Spec-Op wearing the FAL m-tech HUD helmet, half covered
with a shemagh
FFG Systems Stock: this item halves the Long
range of a two handed firearm, but increases the
Short range by ½
UN Boopa Scanner: This handheld scanner grants
a +2 bonus on perception, medicine and
investigate rolls when used to scan a target for
information. The Scanner has short range and
must be used while the target is still.
Boopa Tank: If a deceased person is placed in the
tank within 24 hours after death you can make a
DC 15 medicine check to revive him.
Hiato 20-20 Recon Helmet: This helmet gives to
night vision 60´, and advantage on Perception
checks.
Ratnik UV 300: the UV 300 gas mask makes all but
the most poisonous and inhospitable air
breathable. It grans immunity to all gas based
attacks. Wearing it trough strenuous activity, such
as combat, might result in a level of exhaustion
AU-arms DTKT: this small devise will detect most
explosives up to 3´below surface. It has a 5´ range.
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Soldier wearing the FAL tactical suit, a Ratnik UV 300 and a
Euronext APW
FAL guncam: this small camera is affixed to a two
handed weapon allowing the user to remain in full
cover while attacking. Attacks made through the
gun-cam are made at disadvantage
FAL m-tech HUD helmet: this system allows
integration with other equipment that uses
display. Any information from any devise can be
seen on the helmets heads-up display.
Grav suit: originaly intended to be used to counter
heavy gravity this suit allows the user to safely
drift down any height without suffering damage. It
can only be used for 1 hour before needing
recharge
BORG bar 3.0: this 3’ long, 2 kilos heavy rod was
initially intended in construction and demolitions
but has found new use amongst operatives,
military and others. When a button is pushed it
will take at least 8000 pounds to move it from its
location. A strength DC 30 moves it 5’.
Rentech Scanner: this small scanner can be
attached to a drone or used as a hand held device.
It allows you to detect any living creature 120’
radius of the device. Obstacles more than 1’ thick
prevents detection.
TALOS suit: this suit consists of an exoskeleton
that provides the wearer with advantage on
strength and constitution based ability checks.
BDS M3 Halo: this heavy device creates a sphere
4´ in diameter that can enclose one medium sized
person. It creates an invisible barrier granting
resistance to all ranged attacks (BPS). It is
notoriously unreliable, lasting 2d4 turns before
needing 8 hours to recharge. It weighs 40 pounds.
GRO rope: this short rope, no longer than 60’ can
be made to slide along most surfaces at a speed of
10’ per round. The user holds a small tablet,
having to use his action to control it. A small hook
can be used to attach the rope. The rope itself
holds up to 3000 punds
GRO Dura-rope: this version of the GRO rope is 20’
short but stronger and more flexible. It holds 4500
pounds and can be used to entangle targets that
fail a dexterity save DC 15. It is otherwise identical.
HAL shiv suit: the shiv suit has the ability to break
light, partially obscuring the wearer. As long as
you have activated the suit and has not been
successfully attacked, all attack rolls against you
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are made with disadvantage
EQUIPMENT
Item Cost Item Cost Item Cost
General Hayes morpher 60 Arctic 75
AU-arms DTKT 20 Hayes Silencer 40 Enforce 75
AU-arms Knocker 10 Hiato 20-20 Recon Helmet 90 Fast 125
AU-arms Pulse Stun 18 Holoprojector 32 Flight 150
AU-arms sights 30 Neuroprocessor 85 Hidden 75
BDS M3 Halo 85 Norrøna all purpose shelter 35 Jumper 100
Boopa Tank 450 Ratnik UV 300 20 Reactive 100
BORG bar 3.0 90 Ren-TEC suppressor 18 Responsive 125
BORG lock-suit 80 Rentech Scanner 80
Decoder 25 Sensory Slicer 41 Stimulants
Euronext Flash sticks 2 Spectra suit “heron” 130 Adrenaline 10
Euronext Glimmer 15 TALOS suit 75 Antibiotic 0,5
Euronext Tear Gas 21 TYO NBC suit 29 Antivenom 1
FAL Body Suit 125 UN Boopa Scanner 35 Enhance 5
FAL glowglobe 53 UN Detector 22 Harden 4
FAL guncam 22 UN Meat bag 0,5 Painkillers 3
FAL Jumper Suit 75 UN Purifier 0,5 Quicken 8
FAL m-tech HUD helmet 20 UN Water bag 0,5 Rouse 3
FAL Night Goggles 60 Xentec Jetpak 95 Surge 1
FAL tactical suit 72
FFG Systems Stock 16 UAVs Vehicles
FFG Systems tripod 16 Fal-TSD 125 Boat
GiL-tech D-cloak 80 Kestrel recon drone 115 Car, Civilian 30
GiL-tech H-cloak 52 Scorpio-XD77 75 Car, Self driving 45
Grav suit 61 UN issue 5Z 50 Helicopter, tactical 1200
GRO Dura-rope 9 USN Vitol MMZ 100 Humvee 100
GRO rope 13 Motorcycle 25
HAL shiv suit 90 Armor modifications
Hayes Interrogator 55 Amphibious 75
Grenades
Grenade Area Damage Save DC Cost Properties
SMM Pocket 5' 5d4 DC 13 Dex 2 Disadvantage to detect if hidden
Nammo Thudd 30' 5d6 DC 15 Con 4 Deafened 1 minute, save each round, glass shatter
Nammo Iris-14 10' 6d6 DC 15 Dex 8
Eurotech Blitz IG 30' 0 DC 15 Dex 5 Blinded for 1 minute, save each round
SMM Hard 20' 8d6 DC 15 Dex 15
Dahl KO 10' 0 DC 15 Con 10 Stunned 1d4 rounds
Dahl M84 30' 0 DC 13 Con 12 Stunned and suffocating, save each round
Dahl M18 60' 0 None 6 Reduce sight to 5', disipates in 1d10 minutes
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FAL glowglobe: this powerful flashlight have several qualities. It has power to be used up to six times each day, depending on how you use it. First it can create light in 30’ radius, taking 1 use. Secondly it can concentrate the light into a burning blast that deals 5d4 damage to anyone within 15’ radius. Targets can roll dexterity save DC 15 for half. This takes 3 uses GiL-tech D-cloak: this grey and inconspicuous looking cloak grants the wearer a +1 defense bonus GiL-tech H-cloak: the H cloak grants resistance to fire damage. BORG lock-suit: this heavy suit allows the user to spend a bonus action to shoot bars down into the ground, stabilizing him and preventing any attempt to move him. It also protects the wearer, granting a +2 defense bonus and a +2 bonus to strength. It can only be used with either a stab vest or civilian body suit. On the downside it slows the wearer down giving him half speed and -2 dexterity penalty. Spectra suit “heron”: this suit grants flying speed of 50’, or 30’ if carrying more than 200 pounds, up to 400 pounds maximum. UAVs: Reconnaissance, stealth: the Scorpio-XD77 is a small stealth classed helicopter drone used for reconnaissance by troops and operatives. It has an airtime of 45 minutes and silenced rotor blades. Defense: 16 DR: 4/- HP: 28 Speed: 40´ Str: 6 Dex: 16 Con: 10 Int: 10 Wis: 10 Cha: 10 Damage Immunities: necrotic, poison, psychic, radiant Damage resistance; cold, force, lightning Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses: night vision, passive perception 14 Actions: none Reconnaissance, long range: The Kestrel recon drone is a large, long range and relatively fast jet
powered drone. It has a maximum airtime of 8 hours. Defense: 13 DR: 6/- HP: 42 Speed: 60´ Str: 12 Dex: 8 Con: 10 Int: 10 Wis: 10 Cha: 10 Damage Immunities: necrotic, poison, psychic, radiant Damage resistance; cold, force, lightning lightning Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses: night vision, passive perception 14 Actions: none Combat: USN Vitol MMZ is a rather small tactical unmanned helicopter that is capable of carrying both surveillance equipment and weapons. It can be fitted with just about any weapon weighing less than 10 pounds, but typically carries an IWG rimfire. Defense: 14 DR: 6/- HP: 32 Speed: 30´ Str: 10 Dex: 14 Con: 10 Int: 10 Wis: 10 Cha: 10 Damage Immunities: necrotic, poison, psychic, radiant Damage resistance; cold, force, lightning Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses: night vision, passive perception 10 Special long arm focus Actions: firearm: IWG Rimfire +7, 5d4, range 20/80, burst. Defense, shield: the Fal-TSD is a small helicopter drone used by troops the world over. It employs a strong force shield in front of the user. It has an airtime of just 5 minutes, weighing almost 10 kilos. Defense: 18 DR: 3/- HP: 21 Speed: 15´ Str: 6 Dex: 14 Con: 10 Int: 10 Wis: 10 Cha: 10 Damage Immunities: necrotic, poison, psychic, radiant Damage resistance; cold, force, lightning Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses: night vision, passive perception 14 Special: the shield drone grants a +2 shield AC to one person. It can also be used to draw any bullets within 5’ radius towards the user Actions: none Functional, exploration: the UN issue 5Z is a tiny helicopter drone used for work, exploration, reconnaissance and communication UN operatives. It has an airtime of 2 hours. Defense: 13 DR: 2/- HP: 18 Speed: 30´ (5’ walking speed); Str: 6 Dex: 14 Con: 10 Int: 10 Wis: 10 Cha: 10 Damage Immunities: necrotic, poison, psychic,
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radiant Damage resistance; cold, force, lightning Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses: night vision, passive perception 10; Special the drone comes equipped with speakers, video recording, strong flashlight, tracer and room for 1 water bag; Actions: none Armor modifications: Vortex Arms: Vortex supplies custom modifications to several of the more advanced
suits of armor. The adjustments are available for all Spectra, TEP, BLEEX, BAE-sys, and EOD suits: Amphibious: grants swim speed 60’ Arctic: resistance to cold damage Reactive: prevents all critical hits Enforce: defense is +1 Hidden: the armor can be hidden underneath clothing (Spectra only) Flight: levitate 10’ round Fast: you may double your walking speed Jumper: triple jumping speed Responsive: resistance to all area of effect damage
Cybernetics
Cost Effect Cost Effect
45 +2 swim 100 +2 dex
45 +2 athletics 100 +2 con
45 +2 sleight of hand 100 resistance to poison
45 +2 stealth 100 understand any language
45 advantage on insight checks relying on sight 100 +2 int
45 +2 insight checks 100 +2 wis
45 advantage on sight based perception checks 100 advantage in initiative checks
45 +2 perception checks 100 +2 cha
45 advantage on hearing based perception checks 100 darkvision 60´
45 Breathe under water 100 climbing speed = walking speed
60 advantage athletics to swim 120 strength is 19
60 advantage in climb 120 constitution is 19
60 advantage on stealth 120 regenerate 15 per hour
60 advantage sleight of hand 120 immune to disease
60 reroll up to 3 failed dex saves each day 120 intelligence is 19
60 advantage on poison saves 120 change apperance
60 advantage on insight checks 120 +1 on ability checks and saving throws
60 trained in specific skill 120 +2 armor if no other armor
60 cannot be surprised 120 immune to poison
60 advantage on perception checks 120 automatic stabilize, double HD roll to regain HP
60 detect thoughts within 30´(wisdom save DC 17) 120 gain 3 hp every 10 minutes
60 communicate telepathically within 30´ 150 +2 damage/attack on all ranged attacks
60 no need for drink or eat 150 PB is +1
100 +2 strength
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Stimulants: Unless otherwise noted a serum last for 1 hour, you need some sort of system for injection, like a syringe.
Adrenaline: you inject a recently dead victim with
adrenaline serum. As long as death occurred
within the last minute the subject is raised to 1 HP
and exhaustion level 5.
Harden: grants DR 3/- if wearing no armor, but
charisma based skill and ability checks are made
with disadvantage.
Enhance: advantage on ability with a
predetermined ability score. If used for a physical
ability score (strength, constitution or dexterity) it
also has the effect of doubling carrying capacity
(strength), gain 2d6 temporary HP (constitution)
or ignoring falls less than 20´ (dexterity).
Surge: using this serum makes you immune to fear
and once per long rest you can gain PB number of
temporary HP. You can use more than one dose
per long rest, but doing so gives you a level of
exhaustion
Rouse: you immediately regain 2d8+2 HP
Quicken: this stimulant gives to advantage on
dexterity and intelligence saving throws. Antibiotic: reroll save versus disease
Antivenom: reroll save versus poison
Painkillers: remove 1 level of exhaustion and roll
one healing dice
VEHICLES
CAR, SELF DRIVING Large sized closed top vehicle
Armor Class: 10 Damage Reduction: 5/- Hit Points: 45 (7d10) Speed: 90’
STR – DEX 8 CON – INT – WIS – CHA –
Autonomous when taking move action the driver can take actions as though he was a passenger in the car. ACTIONS
None
CAR, CIVILIAN Large sized closed top vehicle
Armor Class: 10 Damage Reduction: 5/- Hit Points: 45 (7d10) Speed: 90’
STR – DEX 8 CON – INT – WIS – CHA –
None ACTIONS
None
MOTORCYCLE Medium sized open topped vehicle
Armor Class: 14 Damage Reduction: 1/- Hit Points: 21 (3d10) Speed: 70’
STR – DEX 12 CON – INT – WIS – CHA –
None ACTIONS
None
HUMVEE Large sized armored vehicle
Armor Class: 10 Damage Reduction: 10/- Hit Points: 65 (10d10) Speed: 60’
STR – DEX 8 CON – INT – WIS – CHA –
Firearm, heavy: the Humvee is equipped with a M2z – HAL (6d12, 60/540, heavy, burst). This is considered a station
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ACTIONS
None
HELICOPTER, TACTICAL Large sized closed top vehicle
Armor Class: 14 Damage Reduction: 5/- Hit Points: 38 (6d10) Speed: fly 120’
STR – DEX 14 CON – INT – WIS – CHA –
Flying this vehicle requires the vehicle, air tool ACTIONS
None
BOAT Large sized open top vehicle
Armor Class: 8 Damage Reduction: 3/- Hit Points: 32 (5d10) Speed: 60’
STR – DEX 6 CON – INT – WIS – CHA –
You do not need ant tools – vehicle variants to drive this vehicle. ACTIONS
None