Rodney Thompson and JD Wiker Rodney Thompson and JD Wiker O - Rodney Thompson and Jd Wiker

Total Page:16

File Type:pdf, Size:1020Kb

Rodney Thompson and JD Wiker Rodney Thompson and JD Wiker O - Rodney Thompson and Jd Wiker • T.. Rodney Thompson and JD Wiker Rodney Thompson and JD Wiker o - Rodney Thompson and jD Wiker Editor Tammie Webb Ryan Interior Artists Attila Adorjany. Kalman Andrasofszky, jeffrey Carlisle, Anderson Gaston, Andez Gaston, D. Alexander Gregory, jaime jones, I Warren Mahy. joel Thomas, Francis Tsai . G . h· 0 Paul Hebron, Kate Irwin, jennifer Lathrop, Soe Murayama - T h .. Travis Adams This product requires the use of the d20 Modern Roleploying Game by Bill Siavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. Rules mechanics are based on the d20 Modern Roleplaying Game, the original DUNGEONS & DRAGONS'"rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. Sources for this product include the Alternity Science Fiction Roleplaying Game by Bill Siavicsek and Richard Baker; Warships by Richard Baker; Star Frontiers Alpha Dawn (published by TSR, Inc.); Zebulon's Guide to Frontier Space by Kimber Eastland; "Mecha Crusade" by David Noonan (Polyhedron #154); and "Genetech" by Rich Redman (Polyhedron #155). This Wizards of the Coast'"game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. u.s .. CANADA. EUROPEAN HEADQUARTERS ASIA, PACIFIC. & LATIN AMERICA Hasbro UK Ltd. Wizards of the Coast. Inc. Caswell Way P.O. Box 707 Newport. Gwent NP9 OYH Renton WA 98057-0707 Great Brital" (Questions?) 1-800-324-6496 620-95396740-00l-EN Please keep this address for your records 987654321 ISBN·l0: 0·7869·3949-4 First Printing: February 2006 ISBN-ll: 978-0-7869-3949-7 d20.d20FYtlollr. dlO MoGernNanto. urb." Mem.c� MI�l AIt.,",,)'& OI¥lStofl:S Dt'.com-0&0.'" tt.o.m.rkr. orWlnldli0( dMl COoIS1the \f1 u.s.... , WIdOIher wunlllfl Tho, ""ueri6lprotec:t.d \$ undff tn. COPYrilMIfWli of tt.UnMd St.t" of �IU. An� reproductionor �udus.eof tNlenllor,rtworil'COfIt.lntd me lwt,.,"Isp«lNbnttd w.tkout ttw •• p<.uv.I,n� p.tm"ots .. ono(w,Utdsoitheeoa,t,"' 1$ l"hkproduc;t II",ori(of flcdon Any 1ImIlIr'ty to lctualp«I9I. GrJ""blllOnJ.p/ac;es 01' eYeIUIJP'JI'''')'coI�J ,,, PrIllIN to. U.S,A ..200& W,ulds of til. C�U IN:" Visit our website at www.wilards.com/d20. r [OnT[nT� Introduction. ...... ... ... .. .. .. ... .... 4 Bioelectric Identification (PL 9).. .......... 56 Chapter Five What is d20 Future Tech? ....................4 Advertising and Marketing ...................56 Robotics . ..... ... ................... ..82 How to Use this Book.... .... ... ...... ....... 5 Talking Products {PL 6)........• ....•.•.... 57 Playing Robot Heroes ............... ........82 Progress Levels. ............ ......... ...... 5 Pinpoint Marketing (PL 7) ..... , ........... 57 Robot Level Adjustments .......•.........83 Holomarketing (PL 8)... .... ..... .... .....58 Robot Advantages .... ...................84 Chapter One Health Care ................. ..... .........58 Robot Drawbacks .....•..................84 Personal Gear ................... ... .... ..6 Medevac (PL 6) .. .. .................... ..58 Robot Feats ..........................•.....84 Universal Weapon Gadgets ... ...... .......... 6 Medifreeze (PL 7) ..........•.............58 Command Codes (PL5) ...................84 Universal Weapon Flaws............ ..•.......8 Mediport (PL 8) ............•.............58 Decentralized Components (PL 7).... ......84 Universal Ammunition Gadgets .. .............8 Home Life ..............•..................59 Finely Tuned (PL6) ... .... .... ... 85 Universal Ammunition Flaws. .. .. ...........9 Autogrocer (PL 6) ..........•......•......59 Memory Implant (PL 6) .........•.........85 Universal Armor Gadgets.. ...................9 Fabricator (PL 7). • . • . .. ..59 Overclocked (PL 6) .. ..... ... ..... ...... 85 Universal Armor Flaws .............•.........9 Biofabricator (PL 8). .. ...•........59 Persistent Personality (PL 7) ....... ... ..... 85 Universal Equipment Gadgets ................10 Travel .....................................60 Plug-and-Play Brain (PL 6) ....... ..........85 Universal Equipment Flaws ..................10 Planetary Travel (PL 6) ................ ... .60 Plug-and-Play Components {PL6) .... ..... 85 Universal Computer Gadgets ................ 10 Interplanetary Travel (PL 6).. ......... .. ...60 Rogue Robot (PL6) ...... ...... ....... ... 85 Universal Computer Flaws ....................11 Interstellar Travel (PL 7). .... .60 Voice-Activated (PL6) ....... ..... ... ....85 Universal Psitech Gadgets ..........•.........11 Teleportation Stations (PL 8) . ..... 61 Wetware (PL 7) ...... ......... ... ... ... ... 85 Universal Psitech Flaws.... ............. ..... 12 Robot Accessories ....... .... .... ..........86 Progress Level 6 Gear ..... .......... ... ..... 12 Chapter Four Energy-Resistant Coating {PL6) .. ..........86 Progress Level 7 Gear. ...... .......... ..... .. 18 Mecha ............... ........... .... ... 62 Extendable Sensor {PL6) ..................86 Progress Level 8 Gear .......................22 New Mecha Combat Rules.. ............... ..62 Gimbaled Joints (PL6) ............ ... ....86 Progress Level 9 Gear ....•... .•... .•........ 26 Mecha Copilot Actions ........•..........63 Grappling Hand (PL6) ....................86 Equipment Packages ........................28 Throwing Large Objects .................. 63 Passenger Compartment (PL6) ....... ..... 87 Sundering Mecha Equipment..... .... ..... 64 Tentacles (Multiple) (PL 6). .. .87 Chapter Two Damaging Equipment Slots .......... .... ..64 Fusion Engine (PL 7). .. ........•......87 Starships . .... ........... ... ... ... ... ... 32 Blowing off Limbs........ .......... ......64 Component Assimilator (PL8) . .. ... .87 Designing New Starships ........ ... ......... 32 Disabled/Destroyed Mecha ................64 Nanite Self-Repair Cluster (PL8) .. ... .87 Starship Combat Maneuvers .................38 Mecha as Walking Tanks ..........•.•........65 Psychocoder (PL8) ........... ... .... .... 87 Expanded Crew Actions ..........•..........39 New Mecha Base Models.. ....... ..... ......66 Sample Robots ....... ................... ...88 Starship Modifications ........•.............40 Large Scout Walker Mecha ..........•.....66 Gun Drone {PL6) .........................88 Starships............. ...... ... .......... .... 43 Large Heavy Assault Mecha .... .. ... ......66 Microbot (PL6) ............ .... ...... ....88 Drone (PL 5) .... ...... ..... ... .... ....... 43 Huge Command Mecha.... ...............67 Intruder Mk. VI {PL6) .......... ... .. ... ..88 Escape Pod (PL 5) ...... ....... ..... ......43 Huge Infantry Mecha .....................67 OmniTool Self-Guided Repair Kit Bomber (PL 6) ........•..................44 Gargantuan Deep Space Mecha.. ... ... ... 67 (SGRK) {PL6) ......... .. ... .. ..........89 Drop Ship (PL 6).. ...... ........ .........44 Gargantuan Siege Mecha.. ... ..... ...... ..67 Reaper (PL 7).. ..................... .... 90 Light Freighter (PL6) ...................... 45 Colossal Sentinel Mecha. .. ..... ..68 PAR-3 (PL 7) .............•...............90 Blockade Runner (PL 7) .... .............. .46 Colossal Walking Fortress Mecha ....•.....68 Cyberspawn (PL 8).. ................ ..... 91 Maintenance Tug (PL 6)............. ..... .46 Mecha Modifications .................... ...68 Ravager (PL 7)... .........................47 Adding New Equipment Slots .......•.....68 Chapter Six Flagship (PL 7) .............•.............47 Transforming Mecha ...............•.....69 Combat .. .... .... ... .... ....... 92 Fortress Ship (PL 8)....... .... .... .... ...48 Metabots .............•....•............70 Character Combat .. ....... ...... ... ..... .. 93 Space Stations.. ........ .............. ......48 Mecha Gear ................................70 Integrating Vehicle Combat ............ ... 93 Spacedock (PL 5) ..............•....•.....48 Mecha Superstructure. ... ...........70 Integrating Mecha Combat ..... ... ........ 93 Orbital Colony (PL 6) .......•.......•.....49 Mecha Armor. ..... ..... .... ... 70 Integrating Starship Combat........ ..... .. 93 Military Base {PL 6) ..... ....... ..... ......50 Mecha Movement Systems. .. .. 71 Vehicle Combat . .. .. .. .. ....94 Deep Space Outpost (PL7).. .. ... ..... 50 Mecha Sensor Systems ... .... ... ..... 72 Integrating Character and Mecha Combat ..94 Starship Templates...... ........ ..... ......50 Mecha Defense Systems ..........•.......72 Integrating Starship Combat...... .........94 Mecha Weapons ................. , .•.....73 Mecha Combat ................ ...... .... ...94 Chapter Three Miscellaneous Equipment .........•.......77 Integrating Character and Vehicle Combat.. 95 Systems . ... .. ..... .. .. .. .... ... 54 Sample Mecha ................ ..•.Y •••••••79 Integrating Starship Combat. ..............95 Communication ................. ........... 54 Hive (PL 6) ...........•..... ..............79 Starship Combat.. .......................... 95 Telephony {PL 6) .... ....., . .....: .•.....55 Scarab (PL 6)..... , .... ................. 79 Integrating Character Combat ........ ..... 95 Videophony (PL 7). • . .. .55 Boulder (PL 7) .............•..............80 Integrating Vehicle and Mecha Combat..... 96 Holophony (PL 8) . .. .. ...... ....... 55 Sledgehammer (PL 7) ......•..............80 Identificationand Security .... .. .. 55 Final Judge (PL 8) .................•.......8 1 About the Authors.. ........................ 96 Personal Data Identification(PL
Recommended publications
  • Sage Advice Compendium
    Sage Advice Compendium Questions and answers about the rules of fifth edition D&D a game, rather than simply improvised storytelling. Dungeons & Dragons appear in Sage Advice, a monthly The game’s rules are meant to help organize, and even in- column on the D&D website (dnd.wizards.com). This spire, the action of a D&D campaign. The rules are a tool, document compiles most of them and organizes them by and we want our tools to be as effective as possible. No topic, after first noting what the game’s official rules ref- matter how good those tools might be, they need a group of erences are. players to bring them to life and a DM to guide their use. If you have a question that you’d like addressed in Sage The DM is key. Many unexpected things can happen in Advice, please contact the game’s rules manager, Jeremy a D&D campaign, and no set of rules could reasonably ac- Crawford, on Twitter (@JeremyECrawford). If the ques- count for every contingency. If the rules tried to do so, the tion is too long for a tweet, please email it to sageadvice@ game would become unplayable. An alternative would be wizards.com. for the rules to severely limit what characters can do, which would be counter to the open-endedness of D&D. The direc- Rules References tion we chose for the current edition was to lay a foundation of rules that a DM could build on, and we embraced the The fifth edition of D&D has three official rulebooks, each DM’s role as the bridge between the things the rules ad- of which was first published in 2014: dress and the things they don’t.
    [Show full text]
  • Dragon #366.Pdf
    ISSU E 366 | AU G U ST 2008 TM A D ungeons® R oleplaying & D ragons Game Supplement Contents FEATURES 5 MITHRENDAIN, CITADEL OF THE FEYWILD By Rodney Thompson 5 The eladrin are some of the least understood creatures in the world, yet their culture is as deep and storied as any. Get a glimpse into an eladrin city with Mithrendain. 17 WISH UPON A STAR By Bruce R. Cordell Warlocks are a mysterious bunch, but few are as misunderstood as those of the Star Pact. 26 RITUALLY SPEAKING 26 By Peter Schaefer What caster wouldn’t want more rituals? Dig into this feature and discover a number of new ritual options. 34 TRAPPED! By Matthew Sernett What dungeon doesn’t need a good trap or three? In addition to new traps, check out the advice and information on using traps in your game. 34 41 ROSE KEEP: A RED WIZARD ENCLAVE By Bruce R. Cordell The Red Wizards were once a highly coordinated group, but those days are gone. Look inside one of the new Red Wizard enclaves here. 50 GONTAL 41 By Bruce R. Cordell and Ed Greenwood COLUMNS The Realms of 4th Edition have new life this month. The region of Gontal, previously unexplored, is detailed here. 53 CHARACTERS OF WAR 4 EDITORIAL By David Noonan Looking to start up your Scales of War 78 DESIGN & DEVELOPMENT: THE 100 YEAR LEAP campaign? Consider offering these backgrounds By Phil Athens and Bruce R. Cordell to your players for their new characters. Phil and Bruce discuss the philosophy behind the 53 Forgotten Realms timeline shift, as well as other critical 63 THE BLOODGHOST SYNDICATE decisions regarding the new Realms.
    [Show full text]
  • AD Ungeons & D Ragon R Oleplay in G G Ame S Upplement IS SUE 3
    ISSUE 391 | SEptEmbEr 2010 A Dungeons & Dragons® Roleplaying Game Supplement ® Contents Features 5 Dark Sun: Hunters in tHe WastelanD 41 Class Acts: Essentials PyromanCer By Chris Sims By Mike Mearls Ferocious beasts roam the wild places of Athas, making them deadly regions The school of pyromantic magic attracts a certain type of mage: the for travelers. But the wastelands are also fertile ground for hunters. aggressive, the impatient, the angry, and sometimes the doomed. 12 ShaDar-kai in tHe Realms 45 Class Acts: Essentials Staff FigHter By Robert J. Schwalb By Rodney Thompson The shadar-kai are new to Faerûn, and they have much to learn as they The staff is an ancient and simple weapon. Its unpretentious appearance can explore their new home. mask an efficient lethality. 18 Playtest: Essentials Assassin 49 Winning RaCes: DWarves of tHe All-FatHer By Rodney Thompson By Matt Sernett The Player’s Essentials assassin makes its entrance in playtest form. We want Dwarves honor Moradin through prayer and tradition. We honor dwarves your feedback! with a selection of new feats. 38 Class Acts: BattleminDs 52 Winning RaCes: Genasi By Scott Fitzgerald Gray By Peter Schaefer The Ghosts of Nerath are among the last remnants of that fallen empire. Too many genasi lead lives of forced servitude in the Elemental Chaos. The Their quest is to restore the ancient glory that was lost. Amethyst Sea exists to free them. 55 Winning RaCes: Muls By Robert J. Schwalb Muls are iconic to the harsh world of Athas, but you can still import them to other campaigns.
    [Show full text]
  • M Ay 2 0 0 9 a Du Ngeons & Dr a Go N R Oleplay in G G Ame S Upplement
    ISSUE 166 | MAY 2009 A Dungeons & Dragons® Roleplaying Game Supplement CONTENTS 4 THRONE OF THE STONE- SKINNED KING By Logan Bonner The Scales of War Adventure Path continues. The characters travel to the Feywild with the Seed of Winter, a powerful artifact recovered from a powerful foe. There, they discover a plot among the retinue of a mad fomorian king, as more alliances to the githyanki ON THE COVER Illustration by John Stanko invaders reveal themselves. An adventure for 15th-level PCs. 3 EDITORIAL 69 RULING SKILL 50 STORM TOWER CHALLENGES By Christopher Perkins By Mike Mearls Featured in the popular Penny Arcade Mike continues to educate on the podcasts, this adventure takes the player nature of skill challenges, with unique applications and examples. characters to Fallcrest. There, they are hired to retake a ruined tower being rebuilt to 73 SAVE MY GAME help defend the town, which has recently By Stephen Radney-MacFarland come under attack once more. An adventure A DM’s best friend? Stephen for 3rd-level PCs. Radney-MacFarland, back with more advice and letters from the mailbag. 77 DUNGEONCRAFT By James Wyatt James discusses the latest changes to his fledgling campaign. Dungeons & Dragons, D&D, DUNGEON , DRAGON , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast prod- uct names, and their respective logos are trademarks of Wizards of the Coast, LLC, in the U.S.A. and other countries. TM This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.
    [Show full text]
  • Combat Maneuvers
    Combat Maneuvers May be used with Combat Options Maneuver Option Description Movement Active Defenses Determined Melee: +4 to hit Ranged: +1 to hit Double Make 2 attacks. The first will unready unbalanced weapons. Feint Feint, then one attack. The Feint only applies to this attack. Strong +2 damage or +1/die, whichever is better All-Out Attack +1 yard of reach Half (forward) None No penalty to thrust attacks, -2 damage or -1/die to swing attacks, whichever is worse. Long The maneuver ends up in a kneeling position, any non two-handed weapon wielder can make a DX roll to end in a crouch. Can't be used with defensive grip. Suppression Fire Ranged weapon with RoF 5+. Spray area with fire for entire turn. Determined +2 to hit OR Committed +1 step Cannot parry/block with attack Attack Step weapon/arm or dodge if he kicked. +1 to damage OR All other defenses at -2. Strong -2 to hit, +1 damage, and +1 step Attack Make a melee, close combat, or ranged attack Step Any You can move and attack. Melee attacks suffer a -4 penalty and cannot exceed an effective skill of 9. Any, but cannot parry with the Move and Attack Ranged attacks suffer a -2 penalty or the bulk penalty, whichever is worse Full attacking weapon, nor can you If you aim previously, the aim bonuses are lost. retreat. -2 to damage or -1/die of damage whichever is worse, target gets +1 to defend Balanced against a grapple AND +1 to Parry or Block OR Defensive Attack with kick +2 on rolls to avoid Leg Grapples and to avoid falling.
    [Show full text]
  • Tomb of Horrors | Dungeons & Dragons
    TOMB OF HORRORS™ ROLEPLAYING GAME ADVENTURE Ari Marmell • Scott Fitzgerald Gray CRED1TS Design Art Director Ari Marmell (lead), Scott Fitzgerald Gray Mari Kolkowsky Development Cover Illustration Stephen Radney­MacFarland (lead), Ralph Horsley Stephen Schubert Graphic Designers Editing Keven Smith, Emi Tanji Cal Moore (lead), Miranda Horner Additional Graphic Design Managing Editing leon Cortez Kim Mohan Interior Illustrations Director of D&D R&D and Book Publishing Kerem Beyit, Zoltan Boros & Gabor Szikszai, Bill Siavicsek Nicole Cardiff, Vincent Dutrait, Steve Ellis, Jason A_ Engle, Warren Mahy, Vincent Proce, D&D Creative Manager Franz Vohwinkel Christopher Perkins Cartographer D&D Design Manager Jason A. Engle James Wyatt Publishing Production Specialist D&D Development and Editing Manager Erin Dorries Andy Collins Prepress Manager D&D Senior Creative Art Director Jefferson Dunlap Jon Schindehette Imaging Technician Carmen Cheung Production Manager Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS" rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zeb" Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620·25385000­001 EN U.S., CANADA, ASIA, PACIFIC , EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 Fi rst Printing: Wizards ofthe Coast LLC Caswell Way 1702 Groot­Bijgaardcn P.O. Box 707 Newport, Gwent NP9 OYH
    [Show full text]
  • True20 Adventure Roleplaying Trademark License FAQ
    True20 Adventure Roleplaying Trademark License FAQ Q: Do I have to submit my products for approval? A: No, you do not. We've tried to make the license easy to use. If you just follow the terms, you shouldn't have any problems. Q: Can I use this license for electronic products other than PDFs, like character generators? A: No, this license is only for the publication of printed books and PDF products. Any other sort of products must be licensed from Green Ronin on an individual basis. Q: Why can't I put True20 or True in the title? A: Green Ronin has established a naming pattern in its previous True20 books and we'd like that pattern to remain unique to official releases. Q: When can I start publishing using this license? A: Any time after May 12, 2008. Q: Can I use this license to do product in other languages? A: Yes, you can. The only additional limitation is that you must follow the terminology used in the appropriate True20 corebook if it exists in the language you're going to use. For example, Wyrd Edizione publishes True20 in Italy. If you want to do Italian language True20 material, you must follow the translation standards of Wyrd's version of the core rulebook. This is to ensure that terminology remains consistent in each language. Q: What should the Section 15 of the Open Game License in my product include? A: For starters it must include the entirety of the Section 15 from the Revised Edition of True20 Adventure Roleplaying.
    [Show full text]
  • Sample File Unfamiliar Metal—And a Dark Evil
    Contents 4 the Maze of Shattered souls 57 the DeCk of Many Things 90 Campaign Workbook: By James Wyatt By Rodney Thompson kaius Dantus A Dungeons & Dragons Eberron adventure for The legendary artifact is back, complete with a By Peter Schaefer characters of 15th level. full-color deck of cards you can print for use in This powerful necromancer seeks mastery of the your campaign! dead, and he’s ready and waiting to torment the 31 Chaos Scar: Eyes in the Forest characters of your campaign. 69 Deities & DemigoDs: Torog By Robert J. Schwalb 95 eye on the Realms A chance encounter in the Chaos Scar allows the By Brian R. James By Ed Greenwood characters the opportunity to avenge another group of The minions of the King that Crawls are some of fallen adventurers—unless the foes that claimed their the most feared in the Underdark. Discover more of The Naerhand family is wealthier than the largest lives prove too much for the heroes! A Dungeons & Torog’s history, secrets, and ambitions for the world. city guilds and weilds more power than many Dragons adventure for 1st-level characters. rulers. 77 realmslore: Vaasa 98 ruling Skill Challenges 36 Chaos Scar: GloWstone Caverns By Brian R. James By Mike Mearls By Jennifer Clarke Wilkes While the Warlock Knights rule Vaasa with fists of Mike continues to educate on the nature of skill The Gnawstubble goblin tribe has stumbled steel, the land is rife with adventure possibilities. challenges, with unique applications and examples. upon a strange series of caverns filled with an Sample file unfamiliar metal—and a dark evil.
    [Show full text]
  • Gunslinger Credits Credit to Zow Aka /U/Zowjr for the Creation of the Original Class
    Gunslinger Credits Credit to Zow aka /u/ZowJr for the creation of the original class. Firearm Properties Inspired from Matthew Mercer and Taliesin Jaffe from These are some of the specific rules regarding the properties Critical Role, as well as Firaxis games' XCOM of a firearm. Scatter. When you hit a creature with a firearm that has the scatter property, creatures within 5 feet of the target take General Rules scatter damage if the attack would hit them. The original These are universal rules for every gun found in this book. target does not take this damage. Misfire. Whenever you make an attack roll with a firearm You have resistance to the scatter damage dealt from your and the dice roll is 1, the weapon misfires. The attack misses firearm attacks. and the weapon cannot be used again until you spend an Loading. Because of the time required to load this weapon, action to repair your firearm. To do so, you must use a set of you can fire only one piece of ammunition from it when you Tinker's Tools to perform this action. use an action, bonus action, or reaction to fire it, regardless Reload. Some ranged weapons can be fired a number of of the number of attacks you can normally make. times before they must be reloaded. Ranged weapons with Heavy. Small creatures have disadvantage on attack rolls the reload property take an action to reload its ammunition. with heavy weapons. A heavy weapon's size and bulk make it Alternatively, when you take the attack action on your turn too large for a Small creature to use effectively.
    [Show full text]
  • OPTIONAL RULE: Legendary Weapons Step 1
    OPTIONAL RULE: Legendary Weapons Some missions call for a legendary weapon as a reward. When you need a legendary weapon, we have you covered. Step 1: Melee or Ranged Step 4: Finish Statline This is one you may occasionally be able to choose. If At this point, roll on the table corresponding to what not, roll a d6. 1-3 generates a ranged weapon, 4-6 you rolled in step 3. generates a melee weapon. Table A RANGED WEAPONS D6 Roll Rate of Fire Dmg AP Step 2: Type 1-2 +0 D6 -4 3-4 +1 2 -3 D6 Type RoF Rng 5-6 D3 D3 -2 Roll 1-2 Pistol 1 12” 3-4 Assault 1 18” Table B 5 Rapid Fire 1 24” 6 Heavy 1 36” D6 Roll Rate of Fire Dmg AP 1-2 +0 D3 -3 3-4 +1 1 -2 Step 3: Basic Strength 5-6 +2 1 -1 D6 Str Next Roll Roll Table C 1 8 Table A 2 7 Table A D6 Roll Rate of Fire Dmg AP 3 6 Table B 1-2 +2 1 -2 4 5 Table B 3-4 +3 1 -1 5 4 Table C 5-6 +4 1 -0 6 3 Table C Step 5: Generate Two Traits from the table below: D66 Ability Ranged Weapon Effect Roll 11 Shred Re-roll failed wound rolls with this weapon. 12 Graviton If the Target has a save characteristic of 3+ or better, add 1 to this weapon’s damage. 13 Scatter This weapon gains +1 strength if used at half range or less.
    [Show full text]
  • Super-Powered by M&M FAQ Q: Do I Have to Submit My Products For
    Super-Powered by M&M FAQ Q: Do I have to submit my products for approval? A: No, you do not. We've tried to make the license easy to use. If you just follow the terms, you shouldn't have any problems. This is one of the biggest changes from M&M Superlink, our previous licensing program for Mutants & Masterminds. Q: Can I use this license for electronic products other than PDFs, like character generators? A: No, this license is only for the publication of printed books and PDF products. Any other sort of products must be licensed from Green Ronin on an individual basis. Q: When can I start publishing using this license? A: Any time after January 31, 2011. Q: Who can use this license? A: Almost anyone as long as you follow the terms. The only limitation is that those found in violation of the M&M Superlink license cannot take advantage of Super-Powered by M&M. This is spelled out in Section 2 of the Super-Powered by M&M license. Q: Can I use this license to do product in other languages? A: Yes, you can. The only additional limitation is that you must follow the terminology used in the licensed edition of the Mutants & Mastermind’s Hero’s Handbook if it exists in the language you're going to use. This is to ensure that terminology remains consistent in each language. Q: What should the Section 15 of the Open Game License in my product include? A: For starters it must include the entirety of the Section 15 from the Mutants & Masterminds Hero’s Handbook.
    [Show full text]
  • Sample File4 Lb
    you bring them to life. Maybe you wish your character to Expanded Armory have a more of an Oriental theme to his background. As such, you will want to know how variations of certain standard weapons function. and Gear The Expanded Weapons table shows these more specialized weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any The marketplace teems with buyers and sellers of many special properties they possess. Every weapon is classified sorts: dwarf smiths and elf woodcarvers, Halfling farmers as either melee or ranged. A melee weapon is used to attack and gnome jewelers, not to mention humans of every shape, a target within 5 feet of you, whereas a ranged weapon is size, and color drawn from a spectrum of nations and used to attack a target at a distance. cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords. Weapon Properties For an adventurer, the availability of armor, weapons, Your race, class, and feats can grant you proficiency with backpacks, rope, and similar goods is of paramount certain weapons or categories of weapons. The two importance, since proper equipment can mean the categories are simple and martial. Most people can use difference between life and death in a dungeon or the simple weapons with proficiency. These weapons include untamed wilds. This document details the mundane and clubs, maces, and other weapons often found in the hands exotic merchandise that adventurers commonly find useful of commoners.
    [Show full text]