Showing posts with label Weapons. Show all posts
Showing posts with label Weapons. Show all posts

Saturday, September 9, 2017

Starting Arms & Armor

This is the last entry in my line of starting stuff and equipment notes (at this time, still working on my revised equipment lists, which will probably be produced straight to PDF format). I kinda found myself needing more and more information to get any one item done and they all sort of went together, though I may revise some stuff in the future, and will definitely expand some areas.

STARTING ARMS & APPAREL
Roll Apparel Melee Weapons Missile Weapons
01 Animal Training Padded Armor (AC6) 2x4 with Nails [D] Acid Squirter (1d6 uses)
02 Armored Robes (AC7) Aluminum Baseball Bat [F] Aerosol Can Flamethrower (1d4 uses)
03 Bandoliers & Belts over shirt and pants (AC9) Annihilator Wrecking Bar [F] Aklys
04 Bankruptcy Barrel (AC6) Bachete Atlatl
05 Bark Lamellar (AC5) Balisong [D] Ballistic Knife
06 Basic Barbarian Furkini & Fur Boots (AC9) Bar Mace [F] BB Gun (1d100 BBs)
07 Bedsheet Toga (AC9) Barbwire Coated Baseball Bat [G] Belt Buckle Pistol
08 Black Fatigues (AC9) Belaying Pin [D] Bladed Frisbee
09 Black Trenchcoat (AC9) Billhook [E] Blowgun (2d4 darts)
10 Blanket Robes (AC9) Bladed Hockey Stick [E] Blowpipe (2d4 darts)
11 Bomber Jacket, Flying Cap, and Goggles (AC8) Boarding Axe [H] Blunderbuss (1d6 shots)
12 Bone Armor (AC8) Boarding Pike [H] Boomerang
13 Bone augmented Leather (AC6) Boat Hook [D] Caber (min STR 9 to lift)
14 Boy/Girl Scout Uniform (AC9) Boxing Gloves [B] Ceramic Plate
15 Brightly colored prison jumpsuit (AC9) Brass Knuckles [C] Chakram
16 Buddhist Robes (AC9) Brush Hook [E] Cherry Bomb (1d8)
17 Burger Joint Uniform (AC9) Butcher Knife [D] Class A Fire Extinguisher (1d4 uses)
18 Butcher or Blacksmith Apron (AC8) Cane Knife [E] CO2 Fire Extinguisher (1d8 uses)
19 Camouflage Fatigues (AC9) Cant Hook [D] Composite Bow (2d4 arrows)
20 Canvas Duster (AC9) Cat's Paw [D] Compound Bow (2d4 arrows)
21 Cargo Pants and Work Shirt (AC9) Cestus [C] Compound Crossbow (2d4 bolts)
22 Chicken-Themed Fast Food Uniform (AC9) Chainlock [F] Derringer
23 Cold Weather Coverall & Fur-lined Hooded Parka (AC8) Circular Saw Blade Axe [F] Dry Chemical Fire Extinguisher (1d6 uses)
24 Crocodile or Alligator Skin Cloak (AC8) Claw Gauntlet [D] Dynamite Stick (1)
25 Crustacean Carapace Cuirass (AC5) Claw Hammer [D] Flame Squirter (1d6 uses)
26 Denim Jeans & Cotton Shirt (AC9) Cricket Bat [D] Flare Gun (1d6 flares)
27 Dirty Flightsuit (AC9) Crowbar [F] Flash Powder Hockey Puck (1d4)
28 Elvis Costume (AC9) Denver Tool[G] Flintlock Pistol (1d10 bullets)
29 Faded White Jumpsuit (AC9) Digging Bar [F] Flintlock Rifle (1d10 bullets)
30 Firefighter's Bunker Gear (AC7) Entrenching Tool [F] Glass Bottle
31 Fishing Vest and Hipwaders (AC9) Finger Talons [B] Grenadoe (1d4)
32 Flea infested rags (AC9) Firefighter's Battle Axe[H] Hammer Throw
33 Foil Jumpsuit (AC9) Fishing Gaff [F] Hand Crossbow (2d4 bolts)
34 Form-fitting Bodysuit (AC9) Fishing Trident [F] Hand Mortar (1d4 shells)
35 Frayed Shorts & T-Shirt, Flip-Flops (AC9) Froe [F] Handheld Clay Trap
36 Gambler Suit (AC9) FuBar [F] Hard Rubber Ball
37 Giant Lizard Scale Armor (AC6) Garden Fork [C] Harpoon
38 Gimp/Dominatrix Outfit (AC9) Garden Sickle [E] Harpoon Gun
39 Grease-stained Mechanic's Jumpsuit (AC9) Giant Scorpion Stinger Glove [B+poison] Hawaiian Sling (underwater/surface)
40 Hero Harness (AC9) Golf Club [E] Heavy Crossbow (2d4 bolts)
41 High-collared coat /cloak that conceals lower face (AC9) Hakapik [F] Homemade Shotgun (1d4 shells)
42 Hoodie & Jeans (AC9) Halligan Bar [H] Hot Liquid Squirter
43 Inquisitor Robes & Capirote (AC9) Hatchet [E] Hunga Munga
44 Insect Clamshell Cuirass (AC5) Hawaiian Sling [H] Hurlbat
45 Judo Gi (AC9) Hay Hook [D] Jai Alai Xistera & 2d4 pelotas
46 Karate Gi (AC9) Horseshoe Hand Hammer [C] Javelin
47 Kilt & Woad (AC9) Ice Axe [E] Lacrosse Stick & 2d4 balls
48 Kung Fu Outfit (AC9) Ice Pick [C] Light Crossbow (2d4 bolts)
49 Leather Armor (AC7) IF-221 Trucker's Friend [F] Long Bow (2d4 arrows)
50 Leather augmented with shell pauldrons (AC6) Kelly Tool [G] M-80 Firecracker (1d6)
51 Leather Chaps and Leather Vest (AC8) Knife Spear [F] Marble Gun (1d10 marbles)
52 Leather Duster (AC8) Knuckleduster Knife [D] Media Disc Shuriken (2d4)
53 Leather jacket augmented with coins (AC7) Large Wrench [E] Molotov Cocktail (1d4)
54 Leather reinforced with sports pads (AC5) Lawn Mower Blade Machete [F] Mouth Dart (1d4)
55 Leather reinforced with tires (AC6) Lead Pipe [E] Nail Bomb
56 Leisure Suit (AC9) Letter Opener [C] Nailgun (5d20 Nails)
57 Letterman's Jacket & pants (AC9) Lug Wrench [E] Net
58 Lionskin Hooded Cloak (AC8) Machete [F] Paintball Marker (2d8 rounds)
59 Lumberjack Outfit (AC9) Mail Box Mace [G] Pellet Bow (2d4 pellets)
60 Marching Band Uniform (AC9) Marlinspike [D] Pellet Gun (2d10 pellets)
61 Masked Luchador Costume (AC9) Mattock [H] Pen Gun
62 Moth eaten animal skins (AC9) Meat Cleaver [E] Pepper-Box Pistol
63 Motorcycle Leathers (AC7) Metal Fan Blade Machete [E] Pipe Bomb (1)
64 Nursing Scrubs (AC9) Nailbat [H] Pipe Rifle (1d10 bullets)
65 Olive Drab Fatigues (AC9) Peavey [F] Pneumatic Darter (2d4 darts)
66 Package Courier Uniform (AC9) Pickaroon [F] Pocket Pistol
67 Pastor's Vestments (AC9) Pickaxe [H] Poison Squirter
68 Patchwork pants & shirt (AC9) Pike Pole [G] Potato Cannon (1d6 potatoes)
69 Pimp Suit (AC9) Pitchfork [H] Powder Flask Grenade (1d4)
70 Pizza Delivery Outfit (AC9) Pole Brushing Hook [I] Pub Darts (2d4)
71 Police Uniform (AC9) Pole Cleaver [I] Reinforced Firework Mortar (1d4 starshells)
72 Postal Carrier Uniform (AC9) Polespear [F] Repeating Crossbow (2d4 bolts)
73 Quilted Pads over shirt & pants (AC8) Police Baton [F] Saturday Night Special
74 Railroad Worker Overalls (AC9) Pool Cue [C] Saw Blade Launcher
75 Reflective Safety Vest, Pants, & Shirt (AC9) Pry Axe[F] Scrap Bolas
76 Road Warrior Leathers (AC7) Pulaski [H] Scrap Shuriken (2d4)
77 Sailor Suit (AC9) Rat Flail [E] Shepherd's Sling (4d6 rocks)
78 Shinobi Shozoku (AC9) Raxe [F] Short Bow (2d4 arrows)
79 Silk Pajamas (AC9) Rebar Club [I] Shot Put
80 Silvery Mesh Jumpsuit (AC8) Rolling Pin [C] Slingshot (3d6 ball bearings)
81 Soiled Business Suit (AC9) Rusty Cutlass [G] Spear
82 Sombrero & Poncho (AC9) Shiv [C] Spear Gun (1d6 spears)
83 Spider Carapace Cuirass (AC5) Shovel [H] Spring Darter (2d4 darts)
84 Spiked Punk Leathers (AC7) Ski Pole Spear [E] Staff Sling (2d4 stones)
85 Sports Pad Armor (AC6) Slasher [H] Steel Sphere (2d4)
86 Sports Pads over shirt & pants (AC7) Sledgehammer [E] Stone Put (20-25 lbs stone)
87 Sports Team Uniform (AC9) Sling Blade [I] Swiss Arrow (1d4)
88 Studded Leathers (AC6) Spax Tool [E] Throwing Axe
89 Tan or Khaki Fatigues (AC9) Spike Maul [J] Throwing Brick (1d6)
90 Tan or Khaki Safari Outfit & Pith Helmet (AC9) Spiked Leather Gloves [B] Throwing Circular Saw Blade (1d6)
91 Tattered Rags & Cloth Footwraps (AC9) Splitting Maul [J] Throwing Hammer
92 Tigerskin Cloak (AC8) Street Sign Axe [G] Throwing Knife (1d6)
93 Tire Armor (AC5) Survival Axe [E] Throwing Rock (2d4)
94 Tire Cuirass & Canvas Pants (AC6) Switchblade [C] Throwing Spike (2d4)
95 Tribal Loincloth & Vest (AC9) Trocar [C] Throwing Stick (1d4)
96 Turban and Desert Robes (AC9) Truncheon [F] Tomahawk
97 Utility Coveralls (AC9) Weighted-Knuckle Gloves [A] War Darts (2d4)
98 White Lab Coat (AC9) Wood Chopping Axe [E] Woomera
99 Wolfskin Hooded Cloak (AC8) Wooden Knuckleduster [B] Zip Gun (1d10 bullets)
00 Woolen Bathrobe (AC9) Zombie Pipe Hammer [D] Zipper Gun (5d6 bullets)
Melee Weapon Damage Code:
[A] 1
[B] 1d2
[C] 1d3
[D] 1d4
[E] 1d4+1
[F] 1d6
[G] 1d6+1
[H] 1d8
[I] 2d4
[J] 1d8+1
[K]1d10

Missile Ranges for Mutant Future


Range (in Feet)

Weapon Damage

S

M

L

Aklys 1d3 10 20 30
Atlatl 1d6+1 90 180 270
Blowgun (2' or longer, two hands) 1d3 60 50 90
Blowpipe (<2' long, one hand) 1d3 30 60 90
Bolas 1d3 60 120 180
Boomerang 1d4 90 180 300
Brick 1d4 10 20 30
Caber (min STR 9 to lift) 10d6 STR-10 (STR-10)x2 (STR-10)x3
Chakram 1d4+1 75 150 300
Circular Saw Blade 1d4 20 40 60
Club 1d4 10 20 30
Composite Bow 1d8+STR 300 600 900
Compound Bow 1d10 400 800 1200
Compound Crossbow 1d12 500 1000 1500
Dagger 1d4 15 30 45
Dynamite Stick 3d6 10 20 30
Flaming Oil/Molotov 1d8+ 30 90 150
Frisbee 1 (1d3 if bladed) 100 200 300
Grappling Hook 1d6 40 80 120
Grenade* Varies 30 45 60
Hammer Throw 1d8 90 180 270
Hand Crossbow 1d6 60 120 240
Hard Rubber Ball 1d3 30 90 150
Harpoon 2d4 30 60 90
Hawaiian Sling (underwater/surface) 1d8 10/11 15/16 20/30
Heavy Crossbow 2d4 240 480 720
Hurlbat/Hunga Munga 1d4+1 30 60 90
Jai Alai Xistera 1d4 60 240 480
Javelin 1d6 60 120 180
Kunai 1d3 15 30 45
Lacross Stick 1d4 50 150 300
Lasso NA 30 60 90
Light Crossbow 1d6 180 360 540
Long Bow 1d8 210 420 630
Mouth Dart 1d2 5 15 30
Net NA 30 60 90
Pellet Bow 1d4+1 180 360 540
Pipebomb 6d6 10 20 30
Polespear (underwater/surface) 1d6 7/8 11/12 15/22
Pub Dart 1 15 30 45
Repeating Crossbow 1d4 120 240 600
Shepherd's Sling 1d4 120 240 480
Short Bow 1d6 150 300 450
Shot Put 1d10 25 50 75
Shuriken 1d4 20 40 60
Slingshot 1d4+1 150 300 600
Spear 1d6 30 60 90
Speargun (underwater/surface) 2d4 15/16 22/24 30/45
Staff Sling 1d6 200 400 600
Steel Sphere 1d3 30 90 150
Stone Put (20-25 lbs stone) 1d12 20 40 60
Throwing Axe 1d6 30 60 90
Throwing Coin 1 10 20 30
Throwing Hammer 1d4+1 30 60 90
Throwing Knife 1d4 20 40 60
Throwing Spike 1d3 15 30 45
Throwing Stick/Woomera 1d4 100 200 300
Thrown Rock 1d2 30 90 150
Tomahawk 1d4+1 40 80 160
Trident 1d6 25 50 150
War/Lawn Dart/Swiss Arrow 1d4+1 60 120 180
Optional: For thrown objects, Strength Modifier to Damage increments 5/10/15 feet of distance for every +1 adjustment. I.e. a character with a STR of 16 (+2) would add 10' to short range, 20' to medium range, and 30' to long range. For weaker characters with a negative modifier to Damage, reduce the range distances by one-half for every -1 adjustment. I.e. a character with a STR of 4 (-2) would be limited to 1/4 the distances listed, for example, a Tomahawk would be at 10/20/40 for S/M/L. In the case of rounding, if the STR score is on high side of the negative adjustment (i.e. a STR of 5 for the -2 adjustment), round up, if on the low side (i.e. a STR of 4 for the -2 adjustment), round down. (In the case of STR of 3, round up, anything below that, round down.)

Acid Squirter: Squirt gun modified to project acid.
Aerosol Can Flamethrower: A pressurized gas can using a flammable liquid combined with a lighter.
Ballistic Knife: Spring or compressed air-powered projectile knife.
Cherry Bomb: 1d4 damage, blast radius 1 ft, weight NA.
Flame Squirter: Squirt gun modified to project flammable liquid combined with an ignition source.
Flare Gun: Standard flare launching pistol.
Flash Powder Hockey Puck: As per Concussion Grenade, MF page 118.
Grenadoe: 1d10 damage, blast radius 10 ft, weight 1 lb.
Hand Mortar: Scrap-built portable mortar.
Hot Liquid Squirter: Squirt gun firing very hot liquids.
Marble Gun: Pipegun type weapon firing marbles instead of bullets with pneumatic or pressurized gas power.
M-80 Firecracker: 1d6 damage, blast radius 2 ft, weight NA.
Pneumatic Darter: Pistol version of a tranquilizer gun.
Poison Squirter: Squirt gun modified to fire poisonous liquid.
Powder Flask Grenade: 1d8 damage, blast radius 10 ft, weight 1 lb.
Reinforced Firework Mortar: Standard fireworks mortar that has been reinforced with scrap materials to last longer.
Spring Darter: Spring powered tranquilizer pistol.

Improvised and Poorly Made Firearms: Including Belt Buckle Pistol, Derringer, Home Made Shotgun, Pen Gun, Pepper-Box, Pipe Rifle, Pocket Pistol, Potato Cannon, Saturday Night Special, Zip Gun, and Zipper Gun (a poorly made low caliber fully automatic submachine gun). I should probably have a random chance of malfunctions/breakage, but I'm still thinking about how I want to implement that.




Range



Weapon Damage Trigger Type Normal Maximum Ammo Capacity Weight
Acid Squirter Acid Damage Normal 25 ft. 40 ft. 5 lbs acid 1 lb (empty)
Aerosol Can Flamethrower 1d6 flame for 1d4 rounds Normal 2 ft. 5 ft. 1d4 shots 1 lb
Ballistic Knife 1d4 Normal 10 ft. 16 ft. 1 shot 1 lb
Belt Buckle Pistol 1d4 Automatic 50 ft. 100 ft. 4 ½ lbs
Blunderbuss 3d6/1d6 Normal 50 ft. 100 ft. 1 6.5 lbs
Class A Fire Extinguisher Save vs Stun or be blinded for 1d4 rounds Normal 15 ft. 30 ft. 4 25 lbs
CO2 Fire Extinguisher Save vs Stun or be blinded for 1d4 rounds Normal 5 ft. 10 ft. 2 15 lbs
CO2 Fire Extinguisher Save vs Stun or be blinded for 1d4 rounds Normal 5 ft. 10 ft. 4 30 lbs
CO2 Fire Extinguisher Save vs Stun or be blinded for 1d4 rounds Normal 5 ft. 10 ft. 6 40 lbs
CO2 Fire Extinguisher Save vs Stun or be blinded for 1d4 rounds Normal 5 ft. 10 ft. 8 50 lbs
Derringer 1d4 Normal 200 ft. 400 ft. 4 1.75 lbs
Dry Chem Fire Extinguisher Save vs Stun or be blinded for 1d4 rounds Normal 5 ft. 20 ft. 4 30 lbs
Flame Squirter 3d6 flame damage for 1d4 rounds Normal 25 ft. 40 ft. 5 lbs fuel 1 lb (empty)
Flare Gun 6d6 flame damage for 1d4 rounds Normal 375 ft. 500 ft. 1 flare 2.5 lbs
Flintlock Pistol 1d10 Normal 150 ft. 300 ft. 1 3 lbs
Flintlock Rifle 1d12 Normal 400 ft. 800 ft. 1 10 lbs
Hand Mortar 5d10 Normal 750 ft. 1500 ft. 1 25 lbs
Home Made Shotgun 3d6/1d6 Normal 50 ft. 100 ft. 1 or 2 8 lbs
Hot Liquid Squirter 1d3 Normal 25 ft. 40 ft. 5 lbs liquid 1 lb (empty)
Marble Gun 1d6 Normal 300 ft. 600 ft. 24 marbles 5 lbs
Pen Gun 1d4 Normal 25 ft. 50 ft. 1 ½ lb
Pepper-Box 1d4 Automatic 15 ft. 300 ft. 6 4 lbs
Pipe Rifle 1d12 Normal 400 ft. 800 ft. 1 10 lbs
Pneumatic Darter Tranquilizer Gun Normal 115 ft. 250 ft. 1 dart 3 lbs
Pocket Pistol 1d4 Automatic 75 ft. 150 ft. 6 1 lb
Poison Squirter Save vs Poison, Poison Damage, Blinding Normal 25 ft. 40 ft. 5 lbs poison 1 lb (empty)
Potato Cannon 1d20 Normal 300 ft. 600 ft. 1 13 lbs
Reinforced Firework Mortar 2d6 Normal 100 ft. 200 ft. 1 5 lbs
Saturday Night Special 1d4 Normal 75 ft. 150 ft. 6 1 lb
Spring Darter Tranquilizer Gun Normal 115 ft. 250 ft. 1 dart 3 lbs
Zip Gun 1d4 Normal 75 ft. 150 ft. 6 1 lb
Zipper Gun 1d4 Rapid Fire 150 ft. 300 ft. 100 3 lbs

Tuesday, January 10, 2017

Sea Savages

DEEP DIVER


No. Enc.: 1d6 (3d10)
Alignment: Neutral
Movement: 60' (20')
          Swim: 90’ (30’)
Armor Class: 5
Hit Dice: 2
Attacks: 1
Damage: 1d6 or weapon type
Save: L1
Morale: 9
Hoard Class: XXII
XP: 20+

These creatures are the often mutated descendants of the inhabitants of underwater dome cities, military bases, modular habitations, and research stations. They appear as metal-headed humanoids, with dark, rough looking skin, often covered in algae, kelp, barnacles, limpets, mussels, sea stars, seaweed, and sargassum. Deep Divers may be found in and around seas and oceans, rarely venturing too far inland. Fishmen, Giant Octopi, Giant Squid, and monstrous sharks are their natural enemies.



While generally not a threat to land dwelling creatures, they are occasionally found in small hunting or salvage parties which may attack other creatures for food or salvageable material. They are typically armed with a knife and one other weapon. Roll 1d12 to determine what other weapon they have: 1 - Underwater Pistol, 2 - Axe, 3 - Pry Bar, 4 - Grappling Hook, 5 - Harpoon, 6 - Speargun , 7 - Hawaiian Sling, 8 - Trident, 9 - Harpoon Gun, 10 - Polespear, 11 - Powerhead, 12 - Underwater Assault Rifle.

Mutations: 50% chance of mutations, roll 1d6 times on Mutation Table below.


FROGMAN


No. Enc.: 1d6 (1d6x10)
Alignment: Varies, see below
Movement: 90' (30')
          Swim: 120' (40')
Armor Class: 8
Hit Dice: 1+2
Attacks: 1
Damage: 1d6 or weapon type
Save: L1
Morale: 8
Hoard Class: XXII
XP: 10+

Frogmen are mutant humanoids who primarily live in underwater communities. While generally similar in appearance, with long, flippered feet, large monocular eyes, and strange mouths connected by tube-like growths to large tanks or canisters on their backs or chests, there are many different tribes of Frogmen. Tribes of Frogmen can be identified by their coloration, known coloration includes (alignment in parantheses); black & grey (N), black & red (C), black & yellow (C), black (N), blue & yellow (L), blue (L), dark green (N), grey (C), light green (C), orange (L), pink (L), red & gray (C), red (C), silver (N), and yellow (N). Generally encountered in coastal areas, they can sometimes be found near lakes and large rivers. Pirates, Fishmen, Sharks, and Sea Snakes are their natural enemies.



Groups of Frogmen encountered will generally be of the same tribe. All will be armed with a knife and may have another weapon present (50% chance). Roll 1d12 to determine what other weapon they may have: 1 - Underwater Pistol, 2 - Boarding Axe, 3 - Cutlass, 4 - Grappling Hook, 5 - Harpoon, 6 -Speargun , 7 - Hawaiian Sling, 8 - Trident, 9 - Harpoon Gun, 10 - Polespear, 11 - Powerhead, 12 - Underwater Assault Rifle.

Mutations: 33% chance of mutations, roll 1d4 times on Mutation Table below.


MUTATION TABLE
Roll Mutation Roll Mutation
1 Amphibious (NEW) 7 Ink Spray (NEW)
2 Bioluminescence (NEW) 8 Nightvision
3 Body Dehydration (NEW) 9 Slow Mutant
4 Echolocation 10 Swimming Fins (NEW)
5 Gills (NEW) 11 Vision Impairment
6 Increased Caloric Needs 12 Webbed Hands & Feet (NEW)

NEW MUTATIONS

Amphibious (New; Beneficial Physical Mutation)
A character with this mutation can breathe freely in air or water, but suffers from the need to drink twice as much liquid as normal or risk dehydration.

Bioluminescence (New; Beneficial Physical Mutation)
Creatures with this ability can cause their body, a special organ, or parts of their body to emit light. Roll 1d8 to determine color: 1 - Violet, 2 - Yellow, 3-4 - Green, 5-6 - Blue, 7 - Orange, 8 - Red. Roll 1d6 to determine specific ability:
1. Bioluminescent Cloud Spray. Similar to the ink spray mutation, except this ability sprays out a cloud of bioluminescent particles, which has a similar effect underwater. It reduces visibility and smell to zero for up to 10 minutes in a 20' radius. However, it can only be used once per day due to the high metabolic costs of producing the bioluminescent particles.
2. Bioluminescent Blinding Pattern. Another advanced form of the bioluminescence, which allows the creature to modulate and pulse the bioluminescent photophores in a pattern designed to blind the target creature. The effects and saving throw are the same as Nonlethal Photon Grenade. 3. Bioluminescent Lure. This mutation generates a dangling appendage which glows, making the mutant appear to be another, smaller, creature. Smaller creatures, upon which the mutant feeds, are attracted to the patch, mistaking it for food. Make a saving throw vs stun for creatures to determine if they make this mistake and move closer to the mutant.
4. Whole Body Bioluminescence. The entire body glows, illuminating a 30' radius area. This light will not emit heat, and does not interfere with infravision etc. If the mutant loses consciousness while using this ability, the glow will rapidly fail.
5. Bioluminescent Distraction Pattern. This advanced form of bioluminescence allows the creature to further distract the predator or prey by modulating or pulsing the bioluminescent producing organs in a distracting pattern. Make a saving throw vs stun, failure means a -2 to the victim's to hit rolls.
6. Bioluminescent Hypnosis. The most advanced form of bioluminescent defense, wherein the luminescent patches or photophores are pulsed in a hypnotic pattern. The effects and saving throw are identical to Fragrance Development.

Gills (New; Beneficial Physical Mutation)
Allows the character to breathe normally underwater. In air, they can hold their breath for CONx1 rounds or use a special liquid breathing apparatus. They receive a +2 to save vs the effects of gasses, but are -2 to save vs chemicals in liquid mediums (i.e. an underwater toxin).

Ink Spray (New; Beneficial Physical Mutation)
A character with this mutation can expel a large cloud of a dark ink-like substance that obscures all vision within a 40’ radius (20' underwater). This provides complete cover, but incurs a -4 penalty to attack when within the ink cloud. Above water, the cloud persists in still conditions for 1d3+6 turns and in windy conditions for 1d3+1 turns. Underwater the cloud persists for 1d4+2 turns.

Swimming Fins (New; Beneficial Physical Mutation)
The character has grown fins on the arms, back, and legs. This mutation gives the character an increase of 25% in swimming movement. Note: This mutation is not mermaid-like fins instead of legs

Webbed Hands & Feet (New; Beneficial Physical Mutation)
This mutation gives the character an increase of 25% in swimming movement. It also makes it difficult to use firearms.

Body Dehydration (New; Physical Drawback Mutation)
If a character with this mutation does not periodically immerse their body in water, their skin tends to dry out and desiccate, causing damage to their body until they die. Roll 1d4 to determine level of dehydration:
1. Simple. Can survive out of water for 3d6 hours, takes 1d4 damage per turn after that.
2. Mild. Can survive out of water for 2d4 hours, takes 1d6 damage per turn after that.
3. Severe. Can survive out of water for 1d4 hours, takes 1d8 damage per turn after that.
4. Extreme. Can survive out of water for 1d6 turns, takes 1d10 damage per turn after that.


NEW EQUIPMENT

Liquid Breathing Apparatus. This is either a variant of the Advanced Breathing Appartus which uses a liquid breathing medium, or a water filtration and water supply system for gilled mutants and creatures which allows them to function in air environments.

NEW ARMOR

Wetsuit (AC8)
A garment of foam-like material which provides insulation against the cold of water as well as some minor abrasian resistance. 5 lbs weight.

Dry Suit (AC 7)
A suit designed to insulate the wearer against cold water conditions (usually even colder than conditions where a wetsuit would be worn). Also used as survival suits and hazmat barriers in toxic environments. These suits tend to be fire retardant but are very hot in non-aquatic/arctic environments. 7 lbs weight.

Standard Diving Dress (AC 5)
A specialized diving suit which is used for work on sea beds and ocean floors. It is designed to resist encounters with barnacles and sharp rocks, as well as maintain the diver's body heat. 12 lbs weight.

Shark Suit

Atmospheric Diving Suit

NEW WEAPONS
Weapon Damage Weight Cost
Belaying Pin 1d4 1/2 lbs 1 gp
Boarding Axe 1d8 3 lbs 6 gp
Boarding Pike 1d8 6 lbs 4 gp
Cutlass 1d6 2 lbs 7 gp
Grappling Hook 1d4 3 lbs 3 gp
Harpoon 1d4+1 6 lbs 3 gp
Hawaiian Sling 1d8 1 lb 5 gp
Marlinspike 1d4 1/2 lbs 3 gp
Polespear 1d6 3 lbs 2 gp
Powerhead 1d10 5 lbs 17 gp

Harpoon Gun, Net Gun, and Speargun

Belaying Pin. A metal or wooden device consisting of a cylindrical shaft and round handle, used primarily to secure lines on a sailing ship, but often improvised into a small club.

Boarding Axe. A type of axe commonly used for fire fighting, wood felling, and cutting ropes and lines. Similar in appearance to a tomahawk (and several tomahawks began as cut down versions of boarding axes), but with the features of a fire axe.

Boarding Pike. A thrusting spear designed for shipboard use to repel boarding parties. Generally shorter than a land-based pike, at 4-8 feet long.

Cutlass. A short, curved sword used for slashing

Grappling Hook. A device with multiple hooks, generally attached to a rope and used to catch and hold objects at a distance.

Harpoon. A specialized fishing spear with one or two barbs, flues, or toggling hooks designed to stick into fish, whales, and other creatures. Generally thrown while attached to a line.

Hawaiian Sling. An elastic loop of tubing used to project a fishing spear similar to how a bow and arrow operates.

Marlinspike. A metal spike generally used to aid in nautical ropework and line handling, but can be used as an improvised knife.

Polespear. An underwater spear generaly used for fishing and an elastic loop, where the elastic is used similar to a slingshot or atlatl to provide more motive force for the spear.

Powerhead. Also known as a bang stick, this pole weapon which uses a contact mechanism to activate a firearm round against a target. Basically a bullet on the end of a staff.

Weapon Damage Trigger Type Normal Range/Max Range Weight
Handheld Torpedo Launcher * Normal 200 ft/400 ft 80 lbs
Bomb Lance ** Normal 450 ft/900 ft 20 lbs
Harpoon Cannon 10d4 Normal 3000 ft/6000 ft 700 lbs
Underwater Pistol 1d10 Normal 50 ft./100 ft. 2 lbs
Underwater Assault Rifle 1d12 Automatic 150 ft./300 ft. 8.5 lbs
*As per Mini-Missile Launcher
**As per RPG

Bomblance. A specialized harpoon gun which uses explosive harpoons.

Handheld Torpedo Launcher. Underwater version of a mini-missile launcher.

Harpoon Cannon. Generally used on surface ships, this is a specialized cannon which fires a large harpoon and cable.

Ink Grenade. The underwater version of a smoke grenade, but functions as the Ink Spray mutation underwater.

Limpet Mine. A waterproof bomb designed to be screwed onto or magnetically attached to ship hulls. It generally functions as a Satchel Charge D, but does double damage if successfully attached to a ship's hull.

Underwater Pistol. A pistol designed to fire either specialized underwater flechettes or supercavitating bullets.

Underwater Assault Rifle. An assault rifle designed to fire either specialized underwater flechettes or supercavitating bullets.

Monday, December 12, 2016

Psychic Swords of the Savage Wastelands

What would a good science fiction game be without funky swords to mess with? I was looking up some thing or other a while back and flipping through pages got reminded about D&D's Intelligent Swords. Looking over the surprisingly mostly "psychic" abilities of these, I wondered why no one really did a version for Mutant Future. Just because I'm ornery, psychic swords are generally found as flashlight-looking or wand-shaped items which project a colored blade of psychic energy. So here we go.


Rolling Up a Psychic Sword
1. Find out if the sword has a special purpose (optional: 1d20).
2. Determine the sword's Intelligence score (1d20).
3. Determine the alignment of the sword (1d20).
4. Find the Primary powers of the sword (if any, d%).
5. Roll for Extraordinary powers (if any, d%).
6. Roll for the sword's Willpower Score (1d20)
7. Determine the Ego of the sword.


1. Special Purpose
A sword will have a special purpose if a roll of 20 on 1d20 is made (the ML may choose to omit this roll, carefully placing all psychic swords, as they are both very powerful and very rare). Any sword with a special purpose will have Intelligence and Willpower scores of 12+1d8, as well as one special purpose.
Special purpose is given to some rare swords by their creator. The following list gives some special purposes which may be used, or the ML may invent others. Only one special purpose may be given to any one psychic sword.
    1. Slay Mutant Humans
    2. Slay Pure Humans
   3. Slay Mutant Animals
    4. Slay Plants
    5. Slay Robots
   6. Defeat Law/Chaos (depends on sword's alignment)


When used for its special purpose, the sword will gain one added ability, according to its alignment.
    Lawful swords will stun a Chaotic opponent for 1d6 rounds upon a hit unless the victim saves vs Stun Attacks.
    Neutral swords will add + 1 to all the user's saving throws.
    Chaotic swords will irradiate a Lawful opponent with Class 1 Radiation upon a hit unless the victim saves vs Radiation.


EXAMPLE: A Lawful sword with a special purpose to slay mutant humans will stun only Chaotic mutant humans, and only if the saving throw is failed.


2. Intelligence
Each intelligent sword has an Intelligence score, one or more Primary powers, possibly Extraordinary powers, and a method of communication.
Trial & Error means that the user of the sword must figure out the powers as if dealing with a Complexity Class 1 technological artifact. Empathy means that the user of the sword will somehow know what the sword's powers are and how to use them.
Die Roll INT Powers Method of Communication
1 None None None
2 3 10% Chance of 1 Primary None
3 4 25% Chance of 1 Primary None
4 5 25% Chance of 1 Primary None
5 6 50% Chance of 1 Primary Trial & Error
6 7 1 Primary Trial & Error
7 8 2 Primary Trial & Error
8 9 3 Primary Trial & Error
9 10 3 Primary Empathy
10 11 3 Primary + 50% Chance of 1 Extraordinary Empathy
11 12 3 Primary + 1 Extraordinary Empathy
12 13 3 Primary + 2 Extraordinary Empathy
13 14 3 Primary + 3 Extraordinary Speech
14 15 4 Primary + 50% Chance of 1 Extraordinary Speech
15 16 4 Primary + 1 Extraordinary Speech
16 17 4 Primary + 50% Chance of 2 Extraordinary (roll % for each chance) Speech
17 18 4 Primary + 2 Extraordinary Telepathy
18 19 4 Primary + 50% Chance of 3 Extraordinary (roll % for each chance) Telepathy
19 20 4 Primary + 3 Extraordinary Telepathy
20 21 4 Primary + 50 Chance of 4 Extraordinary (roll % for each chance) Telepathy


3. Alignment
Determine the alignment and blade color of the psychic sword (roll 1d20):
Die Roll Alignment Blade Color
1 Lawful White
2-5
Green
6-7
Blue
8
Light Blue
9-10 Neutral Yellow
11
Gold
12
Silver
13
Bronze
14 Chaotic Pink
15-17
Red
18-19
Purple
20
Black


4. Primary Powers
Roll d% to find which Primary powers a sword might have. The number of the Primary powers generally depends on the sword's Intelligence score (see #2 above). Duplicate results should be rolled again.
Dice Roll Primary Power
01-10 Aura Reading
11-20 Dowsing
21-30 ESP
31-40 Levitation
41-50 Machine Channeling
51-59 Psychometry
60-68 Pyschoregeneration
69-77 Resist Fatigue
78-82 Resist Hunger
83-87 Resist Sleep
88-92 Resist Thirst
93-97 Sixth Sense
98-99 Roll twice more on this table
00 Roll three more times on this table


Unless otherwise noted, one Primary power may be used each round, once per round. The user must have the sword in hand and be concentrating on the power in order to use it. Duplicate results should be rolled again unless noted otherwise.


Aura Reading. The user of the sword can read the "auras" of creatures withing 20'. These auras will tell the user the alignment, race, and hit dice/level of the creature, as well as the presence of mental mutations or psionic manifestations.
Dowsing. The sword can detect water of any type up to a range of 60' (unless blocked by gold, lead, or a faraday cage). It will point in the direction of the water.
ESP. The user of the sword may listen to any one living creature's thoughts. The user must concentrate in one direction, and can only "hear" thoughts within 60' (unless blocked by gold, lead, or a faraday cage). The user will understand any thoughts "heard". This power is only usable three times per day.
Levitation. The user of the sword may move up or down in the air without any support. This power does not, however, allow the user to move from side to side. For example, the user could levitate to a ceiling, and then could move sideways by pushing and pulling. Motion up or down is at the rate of 20' per round. The user may carry a normal amount of weight while levitating, possibly another man-sized creature if not in heavy armor. Any creature smaller than man-size can be carried, unless similarly heavily laden. The duration of the levitation is 3 turns.
Machine Channeling. The user of the sword may listen to any one machine's thoughts. The user must concentrate in one direction, and can only "hear" thoughts within 60' (unless blocked by gold, lead, or a faraday cage). The user will understand any thoughts "heard". This power is only usable three times per day.
Psychometry. The user of the sword can, by touching the sword to an object, know the object's history (where it was created, how it has been used, who has owned it, etc.), functional condition of the object, and has double the chance of successfully figuring out how to operate technological artifacts (e.g., a Complexity Class 1 object would have a Base Roll of 50% instead of the normal 35%). The user must concentrate for one turn in order to learn the information on the object. This power may only be used three times per day.
Psychoregeneration. The sword will heal up to 6 points of damage at the rate of 1 hit point per round. This power may only be used three times per day. Duplicate ability rolls will increase the amount of healing and the time required by 6.
Resist Fatigue. Once per day, the user of the sword can ignore the effects of not resting for a number of turns equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to fatigue at the normal rate.
Resist Hunger. Once per day, the user of the sword can ignore the effects of not eating for a number of hours equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to suffer the penalties of not eating at the normal rate.
Resist Sleep. Once per day, the user of the sword can ignore the effects of not sleeping for a number of hours equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to suffer the penalties of not sleeping at the normal rate.
Resist Thirst. Once per day, the user of the sword can ignore the effects of not consuming water for a number of hours equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to suffer the penalties of not drinking at the normal rate.
Sixth Sense. The user of the sword has gained a precognitive ability to recognize danger before it occurs. In combat this gives the user of the sword a +1 to hit in combat, and +3 hp damage per damage die rolled in a successful attack. In addition, the user of the sword is less susceptible to surprise, reducing all surprise checks by 1 (e.g. a creature that normally surprises on a 1-4 rolled on a 1d6 would surprise the user of the sword on a 1-3 rolled on 1d6).


5. Extraordinary Powers
If the psychic sword has an extraordinary power, roll d% on the table below. Duplicate results should be rolled again unless noted otherwise.
As with Primary powers, the user must have the sword in hand be concentrating on the power. Any Extraordinary power is only usable three times per day unless specially noted otherwise.

Dice Roll Extraordinary Power
01-10 Bilocation
11-20 Clairaudience
21-30 Clairvoyance
31-40 Flying
41-50 Invisibility
51-59 Mind over Matter
60-68 Pyrokinesis
69-77 Remote Viewing
78-82 Technopathy
83-87 Telekinesis
88-92 Telepathy
93-97 Teleportation
98-99 Make two more rolls on this table.
00 Make three more rolls on this table.

Bilocation. Once per day, the user of the sword can be in two places at once, up to 20' apart, for a maximum of 3 turns. If one of the user's manifestations is killed, the remaining manifestation must make a saving throw vs Stun Attacks or be stunned for 1d6 rounds.
Clairaudience. This power will allow the user to hear noises (including speech) in an area up to a range of 60' through the ears of a creature in that area (unless blocked by gold, lead, or a faraday cage). The user must concentrate for one turn in order to hear what the creature hears. (Note: This does not grant the ability to understand speech in a language the user does not know.)
Clairvoyance. This power will allow the user to see an area up to 60' away through the eyes of a creature in that area (unless blocked by gold, lead, or a faraday cage). The user must concentrate for one turn in order to "see".
Flying. The user of the sword may fly as if using the Psionic Flight mutation, for a maximum of 3 turns.
Invisibility. The sword has the ability to cloud creature's minds, rending the user of the sword invisible to creatures who fail against a mental attack by the sword. All creatures in 30' must roll a mental test against the sword's Willpower. The effect is canceled against any creature attacked by the user of the sword.
Mind over Matter. Once per day, the user of the sword can ignore the effects of fatigue, hunger, thirst and sleep for a number of hours equal to the sword's Willpower. After that period has elapsed, the user of the sword begins to suffers from these effects at the normal rate.
Pyrokinesis. The user of the sword can project a ball of fire up to 50' away that does 4d6 heat damage to anything it strikes.
Remote Viewing. Similar to the power of Clairvoyance, however, does not supply vision through the eyes of a creature, but rather acts like a third person view of an area up to 60' away. The user must concentrate for one turn in order to "see".
Technopathy. This power will allow the user to perform the powers of the mental mutation Neural Telepathy, but with thinking machines, robots, artificial intelligences, and the like. The machine may refuse to answer.
Telekinesis. The user of the sword may move up to 2,000 pounds of weight by concentration alone. See the mutation Neural Telekinesis for more information.
Telepathy. This power will allow the user to perform the powers of the mental mutation Neural Telepathy. The creature may refuse to answer.
Teleportation. This power allows the user to teleport (as the mental mutation).


6. Willpower
(In a change from the original, "Will score" and Ego get swapped as terms, as Mutant Future uses the Willpower attribute vice Wisdom.) To determine the Willpower of a psychic (non-special purpose) sword, roll 1d20 and consult the following table.
Die Roll WIL
1 None
2 3
3 4
4 5
5 6
6 7
7 8
8 9
9 10
10 11
11 12
12 13
13 14
14 15
15 16
16 17
17 18
18 19
19 20
20 21
The Willpower of the sword is a measure of the force of its personality. A sword with high Intelligence and Willpower may try to control its user. The ML should make a control check at certain times.


Control checks. A psychic sword must be checked to see if it controls its user in five different situations:
    1. When the character first handles the sword.
    2. When the character is wounded to a point where half of her or his original hit points are gone.
    3. When a character acquires any other psychic weapon.
    4. When a character of a different alignment tries to use it.
    5. When a situation arises where the special purpose of the sword (if applicable) can be used.
To make the control check, the ML must find the Ego score of the user and of the sword. When the ego scores are found, the being with the higher total ego score, either the character or sword will control the actions of the character.


7. Ego
A psychic sword's ego score is found by adding the sword's Intelligence, Willpower, and bonuses. The sword gets a bonus of +1 to the ego score for each Extraordinary power it has, plus 1-10 (1d10) points if the sword is of a different alignment than the user.
A character's ego score is found by adding the character's Intelligence and Willpower scores and subtracting any adjustments due to wounds, as follows: if the character is damaged but no more than 1/2 the original hit points, 1-4 (1d4) points are subtracted. If the character has lost more than 1/2 the original hit points, 2-8 (2d4) points are subtracted from the ego score.
Swords in control. I f a sword controls the character, the ML must decide on the actions of the sword in certain situations. These may include:
    Leading the user past other psychic weapons found, or discard other weapons.
    Forcing the user to charge into combat to win glory for itself.
    Forcing the user to surrender to an opponent -- either one more worthy of the sword or one easier to control.
    Forcing the user to spend most of her or his currency on items for the sword (bling accessories, fancy scabbards, ornate storage containers, special protection, etc.)
The control will last until the sword is satisfied or until the situation which caused the control check has passed.