d20 Devil's Workshop Polymecha - Weapons of Power Armor Destruction 2.pdf

(3729 KB) Pobierz
Weapons of Power Armor Destruction 2
Requires the use of the d20 Future™ Roleplaying Game, published by Wizards of the Coast, Inc.
LPJ9862
904911095.194.png 904911095.205.png 904911095.216.png 904911095.227.png 904911095.001.png 904911095.012.png 904911095.023.png 904911095.034.png 904911095.045.png
Weapons of Power Armor Destruction 2
WEPAONS OF POWER ARMOR
DESTRUCTION 2
This sourcebook PDF is an additional continuation of
the first Weapons of Power Armor Destruction. We have
added all kinds of new power armor superstructures,
power armor weapons and all kind of new and interesting
things that can be used in your local neighborhood game.
ARMOR
Range: 10 feet range emanating from the power armor
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10
Restriction: None
Liquid Metal Coating (PL 8)
This power armor is coated and covered with a liquid
metal compound, usually nanites technology, so it gives
it shape-shifting abilities so it can mold it into simple
weapons like swords or clubs and complex weapon
systems like Hard Light Weapon Systems and Mini-
Chaingun. Due to the fact that the liquid metal coating
is made out of nanites, the liquid metal coating is quite
durable and resistant to damage. Due to the custom-
ization of this superstructure, power armors will have
three more equipment slot ( player’s choices ) then other
comparative power armor body sizes; so large power
armor with the liquid metal superstructure will have 11
equipment slots instead of the normal 8 slots.
Energy Absorption Plating (PL 7)
This defense system effectively covers the power armor’s
outer covering with energy collection plating. This
type of plating makes it possible for the power armor
to absorb energy, either fire, electricity or sonic. power
armor equipped with this modification will gain energy
absorption points equal to one-half the hit points of the
power armor. If the power armor has 60 hit points, then
it has 30 points of energy absorption. When the power
armor is attacked by either fire, electricity or sonic
attacks, the energy absorption plating will absorb up to
the first 30 points of damage from these attacks and any
remaining damage will effect as normal. The power
armor will then expunge the absorbed energy a rate of 10
points per round, until the energy absorption points reach
zero. The energy absorption plating will be effective
as long there are available points. This defense system
cannot be combined with Ablative Armor, Ceramic
Composed Plating or Reactive Armor.
POWER ARMOR
SUPERSTRUCTURE
Living Metal (PL 8)
The power armor is entered by physically merging the
pilot’s body into the living metal superstructure of the
power armor, in essence becoming a one being. This
merging takes 1 round. All power armors equipped with
Living Metal gain additional 20 points to their Hit Points.
Damage to the power armor inflicts psychic anguish on
the pilot, but no real damage to the pilot’s personal; hit
points. Catastrophic damage ( 50% loss of hit point in
one attack for example ) will cause the pilot to make a
Will saving throw ( DC 25 ) to keep consciousness. Due
to the nature of the Living Metal, there is a danger to
pilots using the armor more that normally recommended.
For every hour above the initial four hours of use, the
pilot must make a Fortitude saving throw ( DC 25 ) or the
strain of using the power armor becomes too much and
the pilot must rest for a minimum of 4+D6 hours before
using it again. Only one specific pilot can physically
merge with a living armor power armor.
Equipment Bonus: +6.
Armor Penalty: 0.
Speed Penalty: None.
Purchase DC: 10 + one-half the power armor’s base
purchase DC.
POWER ARMOR
DEFENSE SYSTEMS
Equipment Slots: None
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10
Restriction: None
Active Denial System (PL 6)
The Active Denial System ( ADS ) works by directing
electromagnetic radiation in the microwave region of
the electromagnetic spectrum toward the subjects. The
energy in the waves turns to heat upon skin contact and
immediately heats water molecules in the skin to around
130 degrees Fahrenheit, causing an intensely painful
burning sensation. This type of weapon is only effective
against living unarmored targets. All unarmored targets
with in 10 feet of the power armor take 3d6 points of fire
damage.
Hardness: +5
Base Purchase DC Modifier: +20
POWER ARMOR WEAPONS
Encephalon Beam (PL 7)
An encephalon beam causes those to that are hit to
make a Fortitude saving throw ( DC 25 ) or the targets
Equipment Slots: 1
Activation: Attack Action
Page 2
904911095.056.png 904911095.067.png 904911095.078.png 904911095.089.png 904911095.100.png 904911095.111.png 904911095.122.png 904911095.133.png 904911095.144.png 904911095.155.png 904911095.159.png 904911095.160.png 904911095.161.png 904911095.162.png 904911095.163.png 904911095.164.png 904911095.165.png 904911095.166.png 904911095.167.png 904911095.168.png 904911095.169.png 904911095.170.png 904911095.171.png 904911095.172.png 904911095.173.png 904911095.174.png 904911095.175.png 904911095.176.png 904911095.177.png 904911095.178.png 904911095.179.png 904911095.180.png 904911095.181.png 904911095.182.png 904911095.183.png 904911095.184.png 904911095.185.png 904911095.186.png 904911095.187.png 904911095.188.png 904911095.189.png 904911095.190.png 904911095.191.png 904911095.192.png 904911095.193.png 904911095.195.png 904911095.196.png 904911095.197.png 904911095.198.png 904911095.199.png 904911095.200.png 904911095.201.png 904911095.202.png 904911095.203.png 904911095.204.png 904911095.206.png 904911095.207.png 904911095.208.png 904911095.209.png 904911095.210.png 904911095.211.png 904911095.212.png 904911095.213.png 904911095.214.png 904911095.215.png 904911095.217.png 904911095.218.png 904911095.219.png 904911095.220.png 904911095.221.png 904911095.222.png 904911095.223.png 904911095.224.png 904911095.225.png 904911095.226.png 904911095.228.png 904911095.229.png 904911095.230.png 904911095.231.png 904911095.232.png 904911095.233.png 904911095.234.png 904911095.235.png 904911095.236.png 904911095.237.png 904911095.002.png 904911095.003.png 904911095.004.png 904911095.005.png 904911095.006.png 904911095.007.png 904911095.008.png 904911095.009.png 904911095.010.png 904911095.011.png 904911095.013.png 904911095.014.png 904911095.015.png 904911095.016.png 904911095.017.png 904911095.018.png 904911095.019.png 904911095.020.png 904911095.021.png 904911095.022.png 904911095.024.png 904911095.025.png 904911095.026.png 904911095.027.png 904911095.028.png 904911095.029.png
Weapons of Power Armor Destruction 2
to fall into a deep sleeping slumber. Sleeping creatures
are considered to be helpless. Slapping or wounding
awakens an affected target, but normal noise will not.
Awakening a creature is a standard action ( an application
of the aid another action ).
strong, sticky foam that trap those caught in it. Anyone
in the effect’s area when the sticky foam cannon hits it
target must make a Reflex save ( DC 20 ). If this save
succeeds, the target is entangled, but not prevented from
moving, though moving is more difficult than normal
for being entangled ( see below ). If the save fails, the
target is entangled and can’t move from its space, but
can break loose by spending 1 round and making a
DC 20 Strength check or a DC 25 Escape Artist check.
Once loose ( either by making the initial Reflex save or a
later Strength check or Escape Artist check ), a creature
remains entangled, but may move through the web very
slowly. Each round devoted to moving allows the target
to make a new Strength check or Escape Artist check.
The target moves 5 feet for each full 5 points by which
the check result exceeds 10.
Fire Suppression System (PL 6)
This power armor is equipped with a fire suppres-
sion system to deal with if the power armor of the
surrounding areas catches fire. Anyone wearing the
power armor and all those within 10 feet of the power
armor will gain a +6 bonus to their saving throw to extin-
guish and smother the fire, if they have caught fire.
Equipment Slots: 1
Activation: Attack action
Range Increment: Emanates from Power Armor
Area: 20-foot cone
Duration: 10 minutes
Saving Throw: Reflex half ( DC 15 )
Purchase DC: 20
Restriction: Military ( +3 )
Equipment Slots: None
Activation: Move Action
Range: 10 feet
Target: You
Duration: Persistent.
Saving Throw: None
Purchase DC: 5
Restriction: None
Graphite Rocket Launcher (PL 6)
A graphite rocket is a non-lethal weapon used to disable
electrical power systems. Graphite rockets work by
spreading a cloud of extremely fine carbon fiber wires
over electrical components, causing a short-circuit and a
disruption of the electrical supply. Power armors hit by a
graphite rocket must succeed on a Fortitude save ( DC 25 )
or be stunned for 1d4 rounds. The power armor automat-
ically drops what it is holding and can take no attack or
move actions. While the Power Armor is stunned, apply
a –2 penalty to the power armor operator’s Defense ( even
though the operator is not stunned ).
Equipment Slots: 1, arm or shoulder
Activation: Attack action
Range Increment: 50 feet.
Target: Single target within 200 feet.
Duration: Instantaneous
Saving Throw: None.
Purchase DC: 12
Restriction: Restricted (+2)
Inline Skates (PL 5)
The power armor is equipped with inline skates that
increase the base speed of power armor by 15 feet
Equipment Slots: 1
Activation: Move Action
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10
Restriction: None
MISCELLANEOUS EQUIPMENT
Equipment Slots: 1, Shoulder only
Activation: Attack action
Range: 100 feet.
Area: 10-foot-radius burst.
Duration: Instantaneous
Saving Throw: Fortitude save ( DC 25 )
Purchase DC: 10 for rocket launcher and 3 rockets, 5
per additional 3-rocket pack
Restriction: Mil ( +3 )
Digging Bore (PL 6)
With this a power armor is equipped with a digging bore
making it possible for power armor to burrow through
ground and solid earth at a rate equal to their move rate.
Rubber Bullets
Rubber bullets are rubber-coated projectiles. Rubber
bullets are often used in riot control and to disperse
protests. Any weapon that damage type is normally
results in ballistic can have it change to do nonlethal
damage. The weapon will still do the same amount of
damage, but only in nonlethal damage.
Equipment Slots: 1
Activation: Move Action
Range: Personal
Target: You
Duration: Persistent.
Saving Throw: None
Purchase DC: 10
Restriction: Licensed ( +1 )
Sticky Foam Cannon (PL 6)
Sticky foam cannons are non-lethal armament used by
those looking to subdue target without damaging the
target. The sticky foam produces multi-stranded mass of
Equipment Slots: None
Activation: None
Range: Personal
Target: You
Page 3
904911095.030.png 904911095.031.png 904911095.032.png 904911095.033.png 904911095.035.png 904911095.036.png 904911095.037.png 904911095.038.png 904911095.039.png 904911095.040.png 904911095.041.png 904911095.042.png 904911095.043.png 904911095.044.png 904911095.046.png 904911095.047.png 904911095.048.png 904911095.049.png 904911095.050.png 904911095.051.png 904911095.052.png 904911095.053.png 904911095.054.png 904911095.055.png 904911095.057.png 904911095.058.png 904911095.059.png 904911095.060.png 904911095.061.png 904911095.062.png 904911095.063.png 904911095.064.png 904911095.065.png 904911095.066.png 904911095.068.png 904911095.069.png 904911095.070.png 904911095.071.png 904911095.072.png 904911095.073.png 904911095.074.png 904911095.075.png 904911095.076.png 904911095.077.png 904911095.079.png 904911095.080.png 904911095.081.png 904911095.082.png 904911095.083.png 904911095.084.png 904911095.085.png 904911095.086.png 904911095.087.png 904911095.088.png 904911095.090.png 904911095.091.png 904911095.092.png 904911095.093.png 904911095.094.png
Weapons of Power Armor Destruction 2
Duration: Persistent
Saving Throw: None
Purchase DC: Per Weapon type
Restriction: None
Range: 50 feet
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10 + one-half the base purchase DC of
the power armor
Restriction: Licensed ( +1 )
Tractor Beam Emitter (PL 8)
A tractor beam emitter projects a short-range gravita-
tional “tether” that latches onto or immobilizes a single
target, usually other power armor, objects or unattended
object. The target must be in the same square or in an
adjacent square. Using a tractor beam against another
object or an unattended object is an attack action. Against
another object, this action provokes an attack of oppor-
tunity if the power armor being grabbed has a point-
defense system.
Wall Crawling (PL 6)
The gloves of the power armor are equipped with pneu-
matic suction grippers that make it possible for the power
armor to climb and travel on vertical surfaces or even
traverse ceilings. The power armor must have its hands
free to climb in this manner. The subject gains a climb
speed of 20 feet; furthermore, it need not make Climb
checks to traverse a vertical or horizontal surface ( even
upside down ).
To grab a target with a tractor beam, a pilot must
succeed at a ranged attack roll. If the attack succeeds,
the smaller sized power armor is immediately pulled into
the larger power armor’s space ( if it isn’t in occupying
the same space already ); if both power armors are the
same size, the target is pulled into the tractoring power
armor’s space. In any case, being pulled into another
power armor’s space by a tractor beam does not count
against the power armor’s movement. If the tractoring
power armor is one or more size categories larger than
the target, the target is effectively immobilized, and
tractoring power armor drags the target with it when it
moves. If the tractoring power armor is the same size
category as the target or smaller, both the tractoring
power armor and the target are effectively immobilized.
Equipment Slots: None
Activation: Free action
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10
Restriction: None
GRAPPLING SYSTEMS
Exo-Unit Gauntlets (PL 6)
Extendible gauntlets may be jettisoned as grappled up to
100 feet away, and manipulated as if part of the armor.
Because of the weak mooring line, these gauntlets may
only be used in zero-gravity conditions.
As an attack action, the tractored power armor can free
itself from the tractoring power armor by succeeding
at an opposed Pilot check. Each power armor adds a
special grapple bonus on its check based on its size:
Small +4, Medium +6 and Large +8. Power armor may
only attempt to free itself from a tractor beam ( or any
other grappling device ) once per round. A power armor
held by multiple tractor beams may attempt a single
grapple check to escape all of the beams, but must beat
the grapple check results of all opponents. A power
armor using a tractor beam to grab another power armor
can terminate the beam ( thereby releasing its hold on the
other power armor ) as a free action.
Equipment Slots: None
Activation: Move Action
Range: 100 feet
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10
Restriction: None
Equipment Slots: 2
Activation: Move Action
Page 4
904911095.095.png 904911095.096.png 904911095.097.png 904911095.098.png 904911095.099.png 904911095.101.png 904911095.102.png 904911095.103.png 904911095.104.png 904911095.105.png 904911095.106.png 904911095.107.png 904911095.108.png 904911095.109.png 904911095.110.png 904911095.112.png 904911095.113.png 904911095.114.png 904911095.115.png 904911095.116.png 904911095.117.png 904911095.118.png 904911095.119.png 904911095.120.png 904911095.121.png 904911095.123.png 904911095.124.png 904911095.125.png 904911095.126.png 904911095.127.png 904911095.128.png 904911095.129.png 904911095.130.png 904911095.131.png 904911095.132.png 904911095.134.png 904911095.135.png 904911095.136.png 904911095.137.png 904911095.138.png 904911095.139.png 904911095.140.png 904911095.141.png 904911095.142.png 904911095.143.png 904911095.145.png 904911095.146.png
Weapons of Power Armor Destruction
OPEN GAME LICENSE
Version 1.0a
The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc
(“Wizards”). All Rights Reserved.
Game Content. (h) “You” or “Your” means the licensee in
terms of this agreement.
8. Identification: If you distribute Open Game Content You
must clearly indicate which portions of the work that you are
distributing are Open Game Content.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from
this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game
Content distributed using this License.
9. Updating the License: Wizards or its designated Agents
may publish updated versions of this License. You may use
any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed
under any version of this License.
1. Definitions: (a)”Contributors” means the copyright and/
or trademark owners who have contributed Open Game
Content; (b)”Derivative Material” means copyrighted material
including derivative works and translations (including into
other computer languages), potation, modification, correc-
tion, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may
be recast, transformed or adapted; (c) “Distribute” means
to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d)”Open Game
Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content
does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identi-
fied as Open Game Content by the Contributor, and means
any work covered by this License, including translations
and derivative works under copyright law, but specifically
excludes Product Identity. (e) “Product Identity” means
product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories,
storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, photographic
and other visual or audio representations; names and descrip-
tions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identi-
fied as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content;
(f) “Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or
its products or the associated products contributed to the
Open Game License by the Contributor (g) “Use”, “Used” or
“Using” means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open
10. Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You
Distribute.
3.Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
11. Use of Contributor Credits: You may not market or adver-
tise the Open Game Content using the name of any Contrib-
utor unless You have written permission from the Contributor
to do so.
4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
12. Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or
all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open
Game Material so affected.
5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
by this License.
13. Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
6.Notice of License Copyright: You must update the COPY-
RIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright hold-
er’s name to the COPYRIGHT NOTICE of any original Open
Game Content you Distribute.
14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement
with the owner of each element of that Product Identity. You
agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with
a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute
a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that Product
Identity.
Open Game License v 1.0a Copyright 2000, Wizards of the
Coast, Inc.
Modern System Reference Document Copyright 2002-2003,
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb,
Rich Redman, Charles Ryan, Eric Cagle, David Noonan,
Stan!, based on material by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, Peter Adkison, Bruce R.
Cordell, John Tynes, Andy Collins, and JD Wiker.
Weapons of Power Armor Destruction 2, Copyright 2005,
Louis Porter Jr. Design, Inc.
Page 5
904911095.147.png 904911095.148.png 904911095.149.png 904911095.150.png 904911095.151.png 904911095.152.png 904911095.153.png 904911095.154.png 904911095.156.png 904911095.157.png 904911095.158.png
Zgłoś jeśli naruszono regulamin