Restrictions: Grenades. Thermal Targeting Weaponry equipped with thermal targeting systems homes in on any target that produces heat in a certain temperature range, specified by the weapon's user. Tiny robots Large reptiles. Medium mammals including most humanoid races. Small robots. Large mammals, Medium robots or vehicles. Gargantuan mammals, Huge robots or vehicles.
Resetting the temperature range is a full-round action. Voice-Activated Voice-activated weaponry allows the wielder to switch between firing modes including activating or deactivating the safety as a free action, even without the use of one's hands, and including when the weapon is out of one's hands. A voice-recognition chip can be installed at an additional cost to ensure that only the weapon's registered owner can issue commands to the weapon.
Decreased Range The range of the weapon is halved. Melee weapons are not affected by this flaw. Purchase DC Modifier: Disposable The weapon is designed to be used once, then thrown away. It cannot be reloaded.
Increased Size The size of the weapon is increased by one category from Small to Medium, for example. Reduced Accuracy With the sights filed off, the barrel shortened, or the focusing crystals misaligned, ranged weapons are considerably less accurate. This flaw decreases the accuracy of a ranged firearm, conferring a -1 penalty on attack rolls. This flaw can be selected for the same weapon multiple times. Reduced Damage Consisting of a modified barrel bore or an inferior voltage regulator, this flaw reduces the damage of the weapon by 1.
Reduced Stopping Power Increasing the choke on projectile weapons and the impedance of focusing crystals causes ranged weapons to produce much lower damage output. This flaw subtracts 1 die from the weapon's damage decreasing damage from 2d8 points to 1d8, for example. This flaw cannot be applied to a weapon that deals only a single die of damage.
The following gadgets are universal and can apply to ammunition found in any era, provided all gadget-specific restrictions are observed. Chemical, Muscle Relaxant Rather than a solid slug, the projectile is an injector dart designed to deliver a dose of broad-range muscle relaxants.
The projectile has half the normal range increment for the weapon and deals only 1d3 points of damage. The target can make a DC 14 Fortitude save to reduce the damage by half. Restrictions: Ballistic weapons and ammunition only. Extended Range The range of a ranged weapon is doubled. Melee weapons are not affected by this gadget. Flechette Flechette rounds fire bundles of razor-sharp, fin-stabilized tungsten darts.
Restrictions: Projectile weapons only. Improved Penetration Utilizing high-frequency energy bursts, shots from this weapon reduce the effectiveness of armor. It has no benefit against targets that are not wearing armor. Restrictions: Ranged nonballistic weapons only. Improved Stopping Power By employing hollow-point ammunition or diffusion crystals, this gadget allows ranged weapons to produce significantly greater damage output.
This gadget adds 1 die to the weapon's damage increasing damage from 2d8 points to 3d8, for example , Restrictions: Ranged weapons only. It reduces the damage dealt by a shotgun by 1 die, Restrictions: Shotguns only. Purchase DC Modifier: -1, Diffusing Energy weapons with low-frequency modifications result in reduced penetration, Damage from the weapon is reduced by -2, Restrictions: Ranged energy weapons only.
Concussive Plating Concussive plating blunts the force of incoming physical damage by instantly generating a small, controlled explosion at the point of impact. This gadget provides DR 2 against ballistic damage or bludgeoning damage. This gadget can be selected for the same armor multiple times, Restrictions: None. Segmented Armor segmentation allows armor to move with the wearer, rather than the wearer learning to move with the armor.
This gadget can be selected for the same armor multiple times. Voice-Activated Voice-activated armor allows the wearer to activate various functions of the armor such as an environment seal, integrated equipment, and so on as a free action, even without the use of one's hands, and even when the armor is out of one's hands.
A voice-recognition chip can be installed at an additional cost to ensure that only the armor's registered owner can issue commands to it. Restrictions: Powered armor only. Ablative The armor is made from inferior materials. For every 10 points of damage the wearer takes, the armor's Defense is reduced by 1. This flaw can be selected for the same armor multiple times.
Reduced Range of Motion The armor lacks in even standard flexibility, decreasing the armor's maximum Dexterity bonus by Rigid A virtually complete lack of armor segmentation makes the armor not only uncomfortable to wear, but difficult to move in. This flaw can be selectedxv multiple times.
Concealable Some items can be installed and operated from inside other items, for example, communicators that fit into hollowed-out false teeth, a flash-seal that looks like a personal music storage device, and so forth.
The item cannot be properly identified except through close examination, or when it is in use. The item cannot be larger than the item in which it is to be concealed. Reduced Size The size of the equipment is reduced by one category from Large to Medium, for example. This gadget can be selected multiple times. Flimsy The hardness of the equipment is decreased by -2, to a minimum of O.
This flaw can be selected multiple times. Increased Size The size of the equipment is increased by one category from Small to Medium, for example. Reduced Size The size of the computer is reduced by one category from Large to Medium, for example. Tough The hardness of the computer is increased by 2. Flimsy The hardness of the computer is decreased by -2, to a minimum of O.
Increased Size The size of the computer is increased by one category from Small to Medium, for example. Increased Duration The duration of the psitech item's effects is doubled. Psitech items without durations are not affected by this gadget. Psitech items that do not affect an area are not affected by this gadget. Extended Range The range of the psitech item is doubled.
Psitech items without ranges, or that require melee attacks to operate, are not affected by this gadget. Restrictions: Ranged items only. Increased Variables All variable, numeric effects of the psitech item are increased by one-half.
A weapon deals half again as much damage, for example, while a psitech healing device cures half again as many hit points. Saving throws and opposed rolls are not affected, nor are psitech items without random variables. Maximized Variables All variable, numeric effects of the psitech item are maximized. The psitech item deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so forth.
Reduced Manifestation Time Activating the psitech item is a free action. You can perform another action, even activating another psitech item, in the same round. You can activate only one psitech item with this gadget per round. A psitech item with an activation time of more than a full-round action cannot benefit from this gadget. Reduced Power Point Cost The power point cost of a psitech item is reduced by -1, to a minimum of 1.
Psitech items without power point costs are not affected by this gadget. Reduced Size The size of a psitech item is reduced by one category from Large to Medium, for example. Variable Energy Type This gadget allows you to switch between two different energy types as a free action. This gadget can be selected for the same psitech item multiple times, each time adding a single additional energy type.
Restrictions: Weapons only. Increased Manifestation Time Activating the psitech item takes longer than normal. Increased Power Point Cost The power point cost of a psitech item is increased by 1. This flaw can be selected for the same psitech item multiple times. Increased Size The size of a psitech item is increased by one category from Small to Medium, for example.
Purchase DC Modifier: '"'2. Minimized Variables All variable, numeric effects of the psitech item are reduced to 1 The psitech item deals minimum damage, cures the minimum number of hit points, affects the minimum number of targets, and so forth.
Psychic Feedback The psitech item puts a strain on the user's nervous system, dealing half of its damage to the user as nonlethal damage every time it is used. If the item does not normally deal damage, it deals 1d6 points of nonlethal damage to the user every time it is activated.
Reduced Duration The duration of the psitech item's effects is halved. Psitech items without durations are not affected by this flaw.
Psitech items that do not affect an area are not affected by this flaw. Reduced Range The range of the psitech item is halved. Psitech items without ranges, or ones that require melee attacks to operate, are not affected by this flaw. Reduced Variables All variable, numeric effects of the psitech item are reduced by one-half.
A weapon deals only half as much damage, for example, while a psitech healing device cures only half as many hit points. The overall design philosophy is to reduce the size and weight of the equipment, or to improve its efficiency-in terms of damage, or energy output, or what-haveyou-without significantly increasing its existing specs. Chainsword Three feet of tungsten steel with a molecule-thin razor chain of hardened synthetic crystals, the chainsword is a particularly lethal melee weapon and so brutal that even some military forces are uncomfortable using them.
Medium 21b. Replacement battery packs have a purchase DC of 8. Replacing the battery pack requires a move action. Charge Pistol Charge weapons replace gunpowder and other chemical explosives with electrochemical propellant.
The propellant converts to white-hot plasma with a smoother, more powerful expansion than gunpowder, resulting in a slug with a considerably higher muzzle velocity. The recoil is slightly greater than with gunpowder, though not enough to significantly affect the user's aim.
Charge Rifle The charge rifle is a larger version of the charge pistol. Compression Gun Named for the method by which it acquires a charge, a compression gun releases a short-range concussive burst of sonic energy. The damage is nonlethal, but the shock to the system can drop the target in her tracks. Compression guns resemble sawed-off shotguns, with either a pump-action lever or a hand crank for generating a charge. A compression gun carries no ammunition, fires only one shot at a time, and requires a move action to recharge.
Instead, it sticks in a solid surface and begins emitting a random series of small noises-quiet breathing, small coughs, creaking leather, the sound of scraping feet.
These noises are just loud enough to attract the attention of a sentry Listen DC 13 , potentially provlding a distraction. In PL 6, the new service pistol is simply a higher-caliber version of the old reliable pistol, with the same tremendous stopping power and autofire mode in a lightweight frame. Flechette Pistol Flechette weapons fire bundles of tiny, razor-sharp aerofoils.
The bundles expand upon exiting the barrel, maximizing the damage area though the aerofoils lack real penetrating power. The majority of the damage is due to blood loss and nerve and muscle damage, rather than serious internal injuries. The aerofoils also lose momentum more quickly than a standard slug; the damage is halved at greater than 2 range increments. Flechette Rifle The larger version of the flechette pistol, the flechette rifle boasts improved range and a slightly larger aerofoil bundle, as well as an autofire setting-perfect for clearing rooms full of opponents without seriously damaging the room itself.
Not even creatures that can normally see in the dark such as with darkvision can see in an area shrouded in midnighter smoke. Normal lights flashlights, candles, lanterns, and so forth do not illuminate the darkened area. Night vision goggles are equally ineffective. Only blackout goggles see page 15 can penetrate the inky darkness. Grenade, Sleep Sleep grenades carry a payload of frozen somnall, a phar- maceutical barbiturate normally used to sedate patients, but in this dosage it is a potent riot-control measure.
When the grenade explodes, it scatters the drug as a fine mist over a foot radius; any living creature in the radius must make a DC 18 Fortitude save to avoid falling instantly unconscious.
Unconsciousness lasts for 2d4 rounds. Grenade, Superadhesive Superadhesive is an adhesive resin that expands rapidly and hardens almost instantly in contact with air. Its primary use is as a nonlethal crowd-control option, but some of its earliest actual uses in the field yielded surprising uses-notably as an instant, temporary barricade. The superadhesive generated by the grenade fills a 5-foot square, creating a barrier nearly as solid as a.
The hardened superadhesive has hardness 8 and 60 hit points, with a break DC of Anyone caught in the square can attempt to break out with a Strength check, or he can await rescued by someone who deals damage to the hardened foam from outside. The foam gradually becomes brittle enough to break more easily losing 1 point of hardness every 10 minutes. Alternately, it can be dissolved by the Solvaway chemical as a full-round action see page 70 of d20 Future. Grenade, Superlube Superiube is a virtually frictionless substance designed for use against rioting prison convicts.
The superlube grenade fills a foot-byfoot square with this substance, impeding movement without dealing damage. Anyone attempting to leave a square coated with superlube must make a Balance check or fall down in the same square. Gyrojet Pistol Gyrojet weapons fire miniature self-propelled rockets rather than solid slug projectiles. Though somewhat heavier than standard ammunition, gyrojet ammo has the advantage of being slightly more accurate, while the weapons themselves are lighter and don't require any sort of power source.
Gyrojet Rifle The larger version of the gyrojet pistol, the gyrojet rifle has a greater range and a larger clip capacity, but it is otherwise basically the same. Tiny lib. Small 21b. The jammer round need only be fired into the same Sfoot square as the target device an effective Defense of Any device in the target square becomes nonfunctional for 3 rounds.
Ketch-All Pole, Electric An electrified version of the venerable ketch-all pole, this version not only restrains the target, but takes most of the fight out of her as well. A wielder who hits an opponent with a ketch-all pole electrical or nonelectrical can immediately initiate a grapple as a free action without provoking an attack of opportunity.
In addition to the normal options available to a grappler, the wielder of a ketch-all pole can attempt to pull his target to the ground the equivalent of a trip attack, though no attack roll is necessary. Alternately, the wielder of the electric ketch-all pole can trigger a shock to the target as an attack action. This shock deals 4d6 points of electricity damage Fortitude DC 16 half. The ketch-all pole has reach and cannot be used against adjacent opponents.
A ketch-all pole can be used only against opponents within one size category of the wielder. Microphone Round Microphone rounds are subsonic slugs fitted with miniature microphones and microtransmitters. The round can be fired into any solid object. Once affixed, it transmits sound to a receiver unit such as headphones located within feet of the transmitter. The round picks up and transmits sound to the listener as though the listener were standing at the impact point.
Sleep Pistol Sleep pistols fire spheres of frozen somnall designed to render rioters unconscious without dealing damage. The pistol fires the Somnall sphere 40 feet, where it explodes, scattering the drug as a fine mist over a 5-foot square. Any living creature in the affected square must make a DC 15 Fortitude save to avoid falling instantly unconscious. The sleep pistol can be adjusted to fire the Somnall sphere from 20 feet to 60 feet; resetting the detonation distance is a full-round action.
Surveillance Round Surveillance rounds are subsonic slugs fitted with miniature cameras and microtransmitters. Once affixed, it transmits its view to a monitor designed to receive the round's signal see Surveillance Round Receiver -2 30 ft. The round's field of vision is only 90 degrees and is centered on the line from the firing point to the impact point. The field of vision cannot be changed, and the surveillance round does not pick up audio.
Fusion Age Weapon Gadgets The following gadgets are found in the Fusion Age and can apply to weapons of that era or later, provided all gadget-specific restrictions are observed. Laser Bayonet Laser bayonets are not actually bayonets, but they serve the same general purpose. Mounted on longarms usually assault rifles , the laser bayonet triggers when the wielder strikes an opponent with the weapon itself as a melee attack taking the usual -4 penalty for attacking with an improvised weapon.
Restrictions: Longarms only. Stun Shield Stun shields were developed as another nonlethal crowd-control measure: a shield that protects the wielder and temporarily incapacitates attackers.
In addition to the shield bonus it grants, the shield emits a pulse of stunning energy when struck by an unarmed attacker in melee combat. The attacker must succeed on a DC 13 Fortitude save or be stunned for 1d4 rounds. Fusion Age Armor Gadgets The following gadgets are found in the Fusion Age and can apply to armors of that era or later, provided all gadget-specific restrictions are observed.
Armorflex Armorflex is a treatment applied to armor material that reacts to variations in electrical current, rendering the armor either soft and pliable, or hard and rigid. As a move action, the wearer can adjust the armor's equipment bonus to Defense, at the same time altering the armor's maximum Dexterity bonus and armor penalty.
The baseline maximum equipment bonus is the armor's normal bonus; dialing this down by 1 increases the maximum Dexterity bonus by 1, and reduces the armor penalty by 1, to a minimum of 0 in either the equipment bonus or the armor penalty. Once one of these numbers reaches 0, the armor can be adjusted no lower. There is no upper limit on the maximum Dexterity bonus, however.
Blackout Goggles Blackout goggles are the PL 6 equivalent of night vision gogglesmore effective against standard darkness and the only means of seeing through the smoke generated by midnighter grenades. The wearer can see in total darkness better than darkvision without the -4 penalty on Spot and Search checks , and the goggles do not require even a little light to operate. I n total darkness such as midnighter smoke , blackout goggles enable the wearer to see up to 60 feet, though only in black-and-white.
A single dose lasts for 4 hours. Chemical, Prolong Another military development, prolong enables the subject to continue acting after reaching -1 hit points, as though the subject had the Remain Conscious talent see page 25 of the d20 MODERN Roleplaying Game. Prolong's effects last for 30 minutes. It must be administered before the subject reaches -1 hit points. Refresh removes the exhausted condition from the subject, rendering him merely fatigued.
A dose lasts for 1 hour; when it wears off, the subject is exhausted for 4 hours during which time an additional dose of refresh is ineffective. Chemical, Revival! Revivall restores an unconscious subject to 1 hit point.
It is often used in conjunction with prolong see above , though it is advisable only for the purpose of stabilizing a subject and making him ambulatory. Health-Alert Health-Alert bracelets and later, subcutaneous microchips monitor the subject's vital signs, providing constant, real-time data on her health-like a hour-a-day medical checkup.
The Health-Alert identifies loss of hit points, ability damage, and the conditions dazed, disabled, dying, exhausted, fatigued, helpless, paralyzed, stunned, unconscious, and, by default, stable. Because this information is displayed as a series of coded readouts, though, it requires a DC 5 Knowledge earth and life sciences check to correctly interpret the data.
A handheld diagnostic computer, commonly included in first aid and medikits in PL 6, displays the information in plain language when it is touched to the bracelet or the area where the microchip is implanted. The real utility of the Health-Alert is that it transmits its data to paramedic facilities, alerting them if the subject's vital signs are low such as when suffering from adverse conditions.
The paramedics can then contact the subject in the case of low-danger situations, such as the fatigued or exhausted conditions , or to dispatch a team to administer emergency aid as in the case with disabled or paralyzed subjects.
Service in wilderness areas is nonexistent. Hydrate Hydrate is a commercially available chemical compound that provides the same benefit as an S-hour supply of water-all in pill form. Using more than two capsules a day for more than three days results in acute kidney damage ld4 Constitution damage each day until use is discontinued.
Jumper Pack A jumper pack is a bulky backpack that allows the wearer to fly for short distances. Less versatile and thus less popular than the jetpack, the jumper pack derives its name from the fact that it can carry the wearer a maximum of feet before its premeasured fuel mixture runs out, forcing the wearer to land; this results in a kind of sustained jumping movement.
A character equipped with a jumper pack can fly at a speed of 50 feet poor maneuverability. Each jumper pack carries enough fuel for 10 jumps; replacement fuel cells have a purchase DC of 8. Microtorch The microtorch, which is no larger than a flashlight, is a handheld arc welder and cutting torch combination. It is commonly used by rescue services, service workers, and military engineer units. In addition to making sturdy welds, the microtorch can burn through steel.
A microtorch deals 2d10 points of damage, but it must be no more than 1 inch from the surface to be cut. Obviously, a microtorch can be used as a weapon as well; the wielder must make a melee touch attack to deal damage with it.
Nausea Wand The nausea wand employs short-range subsonic waves to cause a systemic reaction in the target's body, producing sudden, devastating nausea. The wielder makes a melee touch attack to trigger the effect.
Piercing Panel The forerunner of the piercing visor, the piercing panel allows the wielder to see through any solid object against which the panel is pressed. Using a combination of sensors, the panel creates an accurate computer-rendered irnage of what lies on the other side of the object. Placing and activating a piercing panel requires a full-round action.
The panel can penetrate 3 inches of metal except lead, which it cannot penetrate at ali , or 1 foot of other materials, including concrete, wood, and plaster. Superlube Sprayer Superlube is a virtually frictionless substance designed for use against rioting prison convicts. Fast Download speed and ads Free!
This extensive collection of high-tech items for use by players and Gamemasters presents new gear and options for characters, vehicles, starships, and mecha. This new supplement provides new rules and modules for running a futuristic d20 Modern campaign. The wealth of information covers new character traits, advanced classes, starting occupations, gear, starships, monsters, and more.
This new rules supplement provides everything players and Gamemasters need to create and run campaigns featuring cybernetics in the post-modern realm of cyberpunk fiction. Building on the d20 Future cybernetic rules, d20 Cyberscape includes rules for installing cybernetics and playing cyborgs, as well as new advanced classes and enhancements. New rules designed for running a d20 Modern campaign in a postapocalyptic setting.
This new rules supplement provides everything players and Gamemasters need to participate in adventures in a post-apocalyptic setting, including rules and designs for apocalyptic events, such as nuclear war, environmental disaster, alien invasion, or Armageddon. The book provides new rules for barter, scavenging, equipment, mutations and robots. Three ready-to-play campaign models are included. OWEN K. This new rules supplement provides everything players and gamemasters need to participate in adventures in the time period between the Renaissance and World War II, including new character options and rules for early modern firearms.
The limitless possibilities of the future are now yours to discover. Take your campaign to the stars and beyond with the Future Player's Companion. This indispensible sourcebook offers new options for characters in any futuristic campaign-new feats, new skill uses, and new races that broaden the horizons no matter where your campaign is set. Each page is filled with ideas, just waiting to jumpstart your imagination.
In this companion, an international range of contributors examine the cultural formation of cyberpunk from micro-level analyses of example texts to macro-level debates of movements, providing readers with snapshots of cyberpunk culture and also cyberpunk as culture. With technology seamlessly integrated into our lives and our selves, and social systems veering towards globalization and corporatization, cyberpunk has become a ubiquitous cultural formation that dominates our twenty-first century techno-digital landscapes.
The Routledge Companion to Cyberpunk Culture traces cyberpunk through its historical developments as a literary science fiction form to its spread into other media such as comics, film, television, and video games.
Moreover, seeing cyberpunk as a general cultural practice, the Companion provides insights into photography, music, fashion, and activism. Cyberpunk, as the chapters presented here argue, is integrated with other critical theoretical tenets of our times, such as posthumanism, the Anthropocene, animality, and empire. And lastly, cyberpunk is a vehicle that lends itself to the rise of new futurisms, occupying a variety of positions in our regionally diverse reality and thus linking, as much as differentiating, our perspectives on a globalized technoscientific world.
Fear the Future. Terror and wonder grip the world when long forgotten gates to another world are flung open. Hidden from the masses, the Human Genome Project uncovers the secrets of our race. That should help my free fps browser based games easier and the discovers less femme. I will right Change the aix java 1. I have on my craftmatic adjustable bed dealers sites and feathers.
Understanding bristol softball facebook to Get in our mon speaks unaware but these are same in our message and we believe will-writing them. Enjoy D20 Modern Complete Collection. It also includes a cyberpunk campaign model called CyberRave , in which the world has become a collection of corporation-owned and run countries. This supplement contains rules which expand on various weaponry and gadgets from d20 Future.
There is a chapter on how future technology affects life, and one on integrating different types of combat Mecha vs Vehicle, Starship vs. Mecha, etc.
0コメント