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1 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 1 st Talent, Bonus Feat 0 +2 2 nd Bonus Feat +1 +2 3 rd Talent +1 +2 4 th Bonus Feat +1 +2 5 th Talent +2 +3 6 th Bonus Feat +2 +3 7 th Talent +2 +3 8 th Bonus Feat +3 +3 9 th Talent +3 +4 10 th Bonus Feat +3 +4

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1

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

2

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

3

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

4

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

5

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

6

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

7

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

8

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

9

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

10

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

11

EQUIPMENT:

UN soldier, with HUD helmet, AR15 and Pass GET light armor, on patrol in the southern HEM-sac territories

FIREARMS AND ARMOR

12

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

13

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

14

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.

16

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

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