d20 RPG Objects Blood and Circuits.pdf

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By
Charles Rice
Chris Davis
v1.1
Cover Art
Jeremy Simmons
Interior Art
Joseph Wigfield
Layout
Chris Davis
Editing
Charles Baize
Play Testing
Chris Hoover, Ryan Kelley, Ethan Ripplinger,
Aaron Wiggins, Carrie Baize, Charles Baize,
Corey Hodges, Edward Lennon, Paula Rice
Requires the use of the d20 Modern Roleplaying Game,
published by Wizards of the Coast, Inc.
d20 Modern and Wizards of the Coast are trademarks of Wizards
of the Coast, Inc. in the United States and other countries and are
used with permission
‘d20 System’ and the ‘d20 System’ logo are trademarks of
Wizards of the Coast, Inc. and are used according to the terms of
the d20 System License version 6.0. A copy of this License can
be found at www.wizards.com/d20.
Visit our Website:
www.RPGObjects.com
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TABLE OF CONTENTS
Dogfighting (Aerial Combat) 17
Aerial Stunts 17
Vehicle Combat 17
Submarine Warfare 18
Chapter 2: Crafting Gear 19
The Design Process 19
Invention Points 20
Prototypes 21
Weapons Design 22
Archaic Weapons 22
Ballistic and Energy Weapons 24
Weapon Charges
Exoskeleton 32
Sample Armor 33
Computer Design 34
Computer Hardware Design 34
Computer Memory 34
Computer Size 35
Computer Software Design 35
Skill Programs
Robot Manipulators 45
Robotic Sensors 45
Sample Robots 45
Vehicle Design 46
Vehicle Body 46
Vehicle Armor 48
Vehicle Movement 49
Vehicle Speed Conversion 49
Unpowered Vehicles 50
Muscle Powered Vehicles 52
Sample Vehicle 53
General Equipment Design 53
Appendix 1: Progress Levels 56
Appendix 2: Blood and Vigilance 59
Appendix 3: Darwin^s World
Chapter 1: Characters
3
Classes
3
Armorer
3
Arsenal
4
Combat Engineer
5
39
Gadgeteer
6
Sample Computers
39
Grease Monkey
7
Headquarters Design
40
Inventor
8
Wall Modifiers
41
New Skills
9
Security Systems
41
27
Feats
11
Rooms
41
Weapon Mounting
27
New Combat Modifiers
16
Robot Design
42
Sample Weapons
27
Air Support
16
Robot Endoskeleton
43
60
Armor Design
28
Cover Fire
16
Robot Control
43
Appendix 4: Gadget Points
62
Movement
31
Suppression Fire
16
Robot Armor
44
Optics / Sensors
31
Bombing
16
Robot Movement
44
Weaponry
32
The whirring sound of the pump alone occupied
the room for a moment. A lull in the heated debate
taking place. “What we need to do is decapitate this
‘Emergency Response’ team in one devastating attack.
Kill General Thompson and the whole thing will come
crashing down around their heads!”
The Savant hissed and almost rose out of his
wheelchair, the whirring sound increased in tempo
with his agitation as the pumps on the back of the
chair, the pumps then went straight into his back in
order to force his lungs to inflate, struggled to keep
pace with the beating of his artificial heart “That
man is still my friend. Don’t ever discuss a plan to
harm him again or I guarantee you won’t like the
consequen…”
The meeting fell silent again, except for the sound of
the coughs wracking their frail leader. He sunk back
into his wheelchair, eyes rolled back in his head, and
it seemed for a tense moment as if he would die right
there before their plan could even take shape.
His private nurse pressed a mask of pure oxygen
to his face for a moment, and then he was back. The
pumps slowed to a regular pace again and he returned
to the room, to consciousness, from the brink of death.
His subordinates exhaled. This old wreck of a man
was the only thing keeping them together. They all
knew it. Without him they’d turn on each other like a
pack of hungry wolves.
The younger man spoke again, teeth clenched with
frustration “All I’m saying is to consider the option
Sir. Don’t let sentimentality…”
“Ophelia. Laertes.”
In a moment the man was on the floor. The room fell
silent as the two massive dogs at the old man’s side
leapt through the air, knocking him from his chair. His
moans and their growls were the only sounds in the
room for a moment, save for the constant rhythm of
the breathing pumps. Finally only the growls and the
whirring remained.
“Ophelia. Laertes.”
The dogs emerged from under the table, tongues
snaking out to lick the blood from their muzzles. They
settled back at their master’s side, ears cocked for
his next command, eyeing the room intently, sizing up
targets.
Again the sound of the pumps alone filtered through
the room, “Does anyone else have anything to say
about my old friend?”
Welcome to Blood and Circuits, an item creation
and equipment resource for use with the d20 Modern
roleplaying game. This book presents new classes,
feats, and options primarily for Smart Heroes, though
all heroes will find something in this book to benefit
them. For the GM this book also provides a window
into weird and super scientific achievements found in
literature and comics, allowing for the creation of all
sorts of wonders and terrors to fill his campaign with.
Blood and Circuits
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Characters
Chapter 1: characters
The Savant paused for a moment as security removed
the Captain from the room. A blood soaked cloth
covered the mangled ruin of the man’s face. He
whimpered pitifully as they lifted up the stretcher,
“Take him to my operating theater, I’ll tend to him
when we’re finished here.”
“No. Liberty Tower and Rock City are too well
defended. It’s a poor choice for a first operation. Is
anyone here familiar with Camp X?”
The Savant smiled as the men shook their heads,
“No, I don’t suppose you would be. It’s been out of
service for some time now. It was a training camp
during the Second World War for special operations
personnel from the United States, Canada and Britain.
It was abandoned against my will. A perfect place to
begin.”
One of the Lieutenants spoke up, brow furrowed
with worry, keeping his voice carefully neutral and
non-confrontational. No one wanted to be the next
faceless mess removed from the room.
“But Sir, if the camp has been abandoned so long,
won’t that make a poor base for us?”
The Savant just smiled again. “There’s something
there. Something very valuable. It will give us all the
advantage we need. Now if there’s nothing else, make
preparation for an assault.”
“An assault Sir?”
“I said the base was abandoned, young man, not
unguarded. Expect heavy resistance. Issue EMP rifles
to all assault agents. We leave within the hour.”
He reached back and touched the hand of the nurse
behind him, “Take me to my operating theater. We
must tend to the Captain. Ophelia. Laertes.”
His men watched as their leader was pushed from
the room, flanked by the massive dogs.
Classes
Armorer
The armorer loves being in combat but hates getting
thumped. To that end he has found better ways to
protect himself, allowing him to hang in the most
brutal firefights longer. The armorer prefers to be in
This chapter presents new advanced classes, most
aimed specifically at the smart hero base class. These
classes specialize in one or more forms of item
creation presented later in this book.
Blood and Circuits
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Characters
Arsenal
Table 1-1: The Armorer
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Defense
Bonus
Reputation
Bonus
Special
The arsenal loves everything about guns. Designing
them, building them and using them in combat. He
gains a special ability to use guns of his own design in
combat through his knowledge of their intricacies. The
arsenal feels about his guns the way “normal” people
feel about their kids.
1st
+0
+2
+0
+0
Armor Affinity +1
+1
+0
2nd
+1
+3
+0
+0
Bug Hunter (Armor) +1
+1
+0
3rd
+2
+3
+1
+1
Bonus Feat
+2
+0
4th
+3
+4
+1
+1
Bug Hunter (Armor) +2
+2
+0
5th
+3
+4
+1
+1
Armor Affinity +2
+3
+1
6th
+4
+5
+2
+2
Bug Hunter (Armor) +3; Bonus Feat
+3
+1
7th
+5
+5
+2
+2
Man in the Iron Mask
+4
+1
8th
+6
+6
+2
+2
Bug Hunter (Armor) +4
+4
+1
Requirements
To qualify to become an arsenal, a character must
fulfill the following criteria. (The fastest path to this
class is through the Smart hero base class).
Skills: Craft (mechanical) 6 ranks, Knowledge
(physical sciences) 6 ranks, Knowledge (technology)
6 ranks
Feats: Personal Firearms Proficiency
9th
+6
+6
+3
+3
Bonus Feat
+5
+2
10th
+7
+7
+3
+3
Bug Hunter (Armor) +5; Armor Affinity +3
+5
+2
Class Features
All of the following are features of the armorer
advanced class.
Armor Affinity: The armorer has a feel for his
creations, gaining the listed bonus to the armor check
penalty of any suit of armor he designs.
Bug Hunter (armor): Any armor made by the
armorer has its prototype modifier reduced by this
amount. The armorer also gains the listed bonus to
any Repair checks to fix a bug.
Man in the Iron Mask: At this level the armorer
has mastered his craft. Any suit of armor made by
the armorer gains a damage reduction to one type
of attack (bludgeoning, piercing, slashing, ballistic)
equal to the armorer’s Intelligence modifier. Each suit
of armor may only have one such resistance which
must be decided when the armor is constructed and
may not be changed.
Bonus Feats: At 3 rd , 6 th and 9 th levels the armorer
gains a bonus feat from the following list: Advanced
Armor Design, Armory, Armor Proficiency (heavy),
Armor Proficiency (medium), Armor Proficiency
(powered), Builder, Great Fortitude, Improved
Damage Threshold, Toughness. The armorer must
meet the prerequisite of any feat selected.
the front where his creations can be put to the ultimate
test of front line fighting.
Requirements
To qualify to become an armorer, a character must
fulfill the following criteria. (The fastest path into this
class is through the Smart hero base class).
Skills: Craft (mechanical) 6 ranks, Knowledge
(physical sciences) 6 ranks, Knowledge (technology)
6 ranks
Feats: Armor Proficiency (light)
Class Information
The following information pertains to the armorer
advanced class.
Hit Die: 1d8
Action Points: 6 plus one-half character level,
rounded down.
Class Skills: The armorer’s class skills (and
the key ability for each skill) are Craft (electronic,
mechanical, structural) (Int), Disable Device (Int),
Drive (Dex), Intimidate (Cha), Knowledge (business,
current events, history, physical sciences, tactics,
technology) (Int), Repair (Int), Research (Int)
Skill Points at Each Level: 5+Int. modifier
Class Information
The following information pertains to the arsenal
advanced class.
Hit Die: 1d8
Action Points: 6 plus one-half character level,
rounded down.
Class Skills: The arsenal’s class skills (and the key
ability for each skill) are Computer Use (Int), Craft
(chemical, electronic, mechanical, structural) (Int),
Demolitions (Int), Disable Device (Int), Intimidate
(Cha), Knowledge (business, civics, current Events,
physical sciences, tactics, technology) (Int), Repair
(Int), Research (Int), Spot (Wis)
Skill Points at Each Level: 5+Int. modifier
Class Features
All of the following are features of the arsenal
advanced class.
Weapon Affinity: The arsenal has a feel for his
creations, gaining the listed bonus to attack rolls with
a gun he designed and built.
Blood and Circuits
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Characters
Bug Hunter (Firearms): Any firearm made by
the arsenal has its prototype modifier reduced by this
amount. The arsenal also gains the listed bonus to any
Repair checks to fix a bug.
Deadeye: The arsenal develops a reputation for the
quality of his weapon design and his marksmanship.
Table 1-2: The Arsenal
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Defense
Bonus
Reputation
Bonus
Special
1st
+0
+1
+1
+0
Weapon Affinity +1
+1
+0
2nd
+1
+2
+2
+0
Bug Hunter (Firearms) +1
+1
+0
3rd
+2
+2
+2
+1
Bonus Feat
+2
+1
4th
+3
+2
+2
+1
Bug Hunter (Firearms) +2
+2
+1
5th
+3
+3
+3
+1
Weapon Affinity +2
+3
+1
6th
+4
+3
+3
+2
Bug Hunter (Firearms) +3; Bonus Feat
+3
+2
7th
+5
+4
+4
+2
Deadeye
+4
+2
8th
+6
+4
+4
+2
Bug Hunter (Firearms) +4
+4
+2
9th
+6
+4
+4
+3
Bonus Feat
+5
+3
10th
+7
+5
+5
+3
Bug Hunter (Firearms) +5; Weapon Affinity +3
+5
+3
He gains a bonus to all Craft
(mechanical) checks equal to his
Reputation modifier. When holding
a weapon in his hand the arsenal
also adds his Reputation modifier to all
Intimidate skill checks.
Bonus Feats: At 3 rd , 6 th and 9 th levels
the arsenal gains a bonus feat from the
following list: Builder, Dead Aim, Double Tap, Exotic
Firearms Proficiency, Far Shot, Point Blank Shot,
Quick Draw, Quick Reload, Weapon Finesse,
Weapon Focus. The arsenal must meet the
prerequisite of any feat selected.
with his inventions. However when a combat engineer
has the time no one is more willing and able to deliver
a perfect road or bridge than he is.
Requirements
To qualify to become a combat engineer, a character
must fulfill the following criteria. (The fastest path
into this class is through the Smart hero base class).
Skills: Craft (chemical) 6 ranks, Craft (structural) 6
ranks, Demolitions 6 ranks
Feats: Builder
Class Information
The following information pertains to the combat
engineer advanced class.
Hit Die: 1d8
Action Points: 6 plus one-half character level,
rounded down.
Class Skills: The combat engineer’s class skills
(and the key ability for each skill) are Craft (chemical,
electronic, mechanical, structural) (Int), Demolitions
(Int), Disable Device (Int), Drive (Dex), Knowledge
(current events, earth and life sciences, physical
sciences, tactics, technology) (Int), Repair (Int),
Research (Int), Survival (Wis), Swim (Str)
Skill Points at Each Level: 5+Int. modifier
Combat Engineer
Combat engineers are skilled at building
structures quickly and efficiently. If you need
a road or a wall in a hurry, especially if you
need it in a combat zone, the combat engineer
is your man. Since building things quickly
involves getting rid of things in his way the
combat engineer is also skilled at blowing
things up. Unlike many other builders combat
engineers are often concerned with getting things
done now rather than making an artistic statement
Blood and Circuits
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